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Full text of "Gamers Republic - No. 05 (1998-10)(Millennum Publications)(US)"

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jime, muse ^ movie reviews! 


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actual in-game character shots 


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front page news! Special Sonic Adventummportfmm 



, — ") 


upon the first shots of Sonic Adventure, Sonic Team's Dreamcast master- 
piece in the making. As good as these screens look, however, nothing can 
prepare you for what the game looks like in motion. The levels are vast- 
ly bigger than anything you've ever experienced, the camera A! exhibits a 
new level of intelligence and the speed (all running at 6ofps) is insanely 
fast. The b\% Sonic Adventure press conference was held on August 22 
at the Tokyo International Forum in downtown Tokyo. Sega spared no 
expense as they revealed the massive Dreamcast epic, starring their most 
beloved mascot, to the huge, gyrating crowd in attendance. Premium 
goods such as limited edition pins and T-shirts were made available 
exclusively for fans present at the event, as well as an incredible 32 page 
full-color pamphlet showcasing Sonic Team's stunning designs. Sega's 
president Irimajiri and project leader Yuji Naka proudly addressed the 
audience while mind-numbing footage ran in the background. 
Segatasanshiro made a surprise appearance, too, raising everyone's 
spirits with cheers and wacky humor. 

down the specs of the Sonic series due to hardware performance. This 
time we haven't had to compromise anything." The project started after 
Sonic Team completed Nights. Yuji and key staff members explored ruins 
in Mexico, Guatemala, and Peru, witnessed shuttle launches at the 
Kennedy Space Center, visited Disney World, and analyzed important fac- 
tories in the Tokyo area. Using digital and analog processing techniques, 
the photos taken on these trips were converted into high-res textures. 
Sonic Adventure's richly detailed worlds will never pop up and the game 
moves at 60 fps all the time. There are six playable characters in SA: 
Sonic, Knuckles, Miles, Amy, Big, and E-102, and the game is different for 
each. At one point all six meet - as you are playing, so are they. When the 
characters meet, the camera zooms in for speech increments, displaying 
a high quality anime look and feel. We'll have lots more for you in 
November including more screens and character profiles. The next big 
ggering to say the least. 

All the screens seen here are in game, including the boss in the top middle. Sonic Adventure was shown on development system version 5 (out of 6) . The demos 
we've been seeing up until now were running on version 2, thus explaining the vivid leap in quality. 100 people are now working on SA for a winter launch. 

publisher's log\ 


With the ETA of Sega's Dreamcast just over two 
months away in Japan, the inevitable question 
will once again be asked: Will the U.S. and 
Japanese versions be compatible, or will small, 
obscure eastern manufacturers along with a 
handful of import mail-order houses once again 
line their pockets as the result of an ill-fated 
business decision? The last thing I want is a seedy cartridge with a half- 
witted name like "Super Action Gaming Cart!" sticking out of my shiny new 
white console. If the two units are not made compatible, I think that Sega 
would be better served to manufacture and sell a converter themselves; at 
least then the product would meet their standards of workmanship. It would 
also allow them to build a customer data base, through product registration, 
of people (mainly hard-core Sega fans) who frequently buy import games. 
Sega would gain valuable insight on market trends and build a priceless 
data-base in the process. 

Regardless, people will find a way to 
play import games, as well they 
should and always have. Keeping a 
hard-core gamer from a game he can't 
get here is a physical impossibility. 
We can dine on international cuisine 
and enjoy Japanese anime and TV, so 
why shouldn't we be able to play 
Japanese games? If you ask me, it's an 
age-old struggle of which it's high 
time we put to rest. The import game 
trade only bolsters a system's fan 
base. It's not wide spread enough to 
drastically affect sales in the U.S. (as 
the most popular imports are those 
without a U.S. release) and it builds 
confidence in the manufacturer. 
Knowing that my Saturn still has life, 
and will continue to, thanks to 
Japanese development, feels mighty 
good. At least 25 memorable Saturn 
games came out in Japan that, for one 
reason or another, never made their 
way stateside, and they are still 
coming. If those games were playable 
on the U.S. Saturn, would the system 
have survived longer and retained 
greater respect? Oh, I think so. 
Japanese games are packaged 
brilliantly and, in the Saturn's case, 
some truly memorable ones were left 
behind. Like many other gamers, I'm 
a 3D goggle wearing, Nomad holding, 
32X snapping, Saturn loving, card 
carrying Sega fan, so I hope that they 
do it right this time and cut us some 
slack. Lord knows we deserve it. 

Publishers Log special bonus! 
Now that the American fat lady is 
singing, here's a huge list of games 
left behind that any Saturn user 
would have been proud to own: 
Silhouette Mirage, Radiant Silvergun, 
Super Tempo, Mystic Defender, 
Stayers Royale, Lunar it Eternal Blue, 
Riglordsaga li, SDF Macross, Rabbit, 
Pocket Fighter, Wiily Wombat, Dracula 
X, Chaos Seed, Metal Slug, Power 
Drift, Galaxy Force II, Lupin the 3rd, 
White Witch, Soukyugurentai, 
Steamgear Mash, Keio-u-gekitai, 
Assault Suit Leynos li, Blue Seed, 
Princess Crown, Cotton 2, Airs 
Adventure, Vampire Savior, and 
Grandia, the game most likely to have 
been a full blown Ff7-sized epic. 
Those are just the ones in my 
immediate vicinity, and that's a lot of 
great games. Just going through them 
makes me want to relive them and 
wonder what could have been. Magic 
Knight Rayearth is poised to become 
the last U.S. Saturn release, a fitting 
end as well as a shining example of 
how great the Saturn could have 
been. Let's hope the Dreamcast gets 
every opportunity to shine. 

Dave Halve rson 


| The Republic requires your thouqnts: 

Please write to: 

Fallout, Gamers' Republic, 

32123 Lindero Canyon Road, Suite 218, 

Westlake Village, CA 91361 U.S.A. 






Editorial Staff 

Editorial Director: David S.J. Hodgson 

Managing Editor: Ryan Lockhart 

Senior Editor: Dave Rees 

Staff Editors: Mike Griffin, Michael Hobbs, Brady Fiechter 

Desi gn Staff 

Creative Director: Gary Harrod 

Art Director: Gregory Han 

Designers: Gerald Abraham, Jeremy Corby, Edd Fear 

Internet Staff 

Internet Director: Bryn Williams 

Japanese Editor: Sun Sakai 

Editorial Contribu tors 

Eric Pratte, Brian Osserman 

Millennium Staff 

Associate Publisher: Greg Rau 

Chief Financial Officer: Barry Barone 

Vice President of Sales: Bob Bernstein 

Public Relations Director: Angela Harrod 

Administrative Director: Julie Segal 

Administrative Assistant: Melanie Melton 

Digital Prepress: Johnny Brackett 

Prepress Facilities: Jano Graphics 

Distribution Consultant: Brian Pockett 

telephone 760.740.0779 

national distribution 
rider circulation services, inc. 
stuart bienstock 
national sales director 
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telephone 213.344.1200 
facsimile 213.258.0626 

for advertising inquiries: 
bob bernstein 
200 larkin drive, suite c, 
wheeling, il 60090 
telephone 847.520.7995 
facsimile 847.279.1875 

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Special Thanks: 

d Giant Robot. Molly Smiti 

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Did v,i! kiil to di', clasp your copyright? We're very torry! Tell us about it. 
Number of cheap-ass StarOaft disconnects against Gary: 47 






Bomberman vs. the Park Force Bombers 





5 Player 




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<M i% 

Table of IConten 


l/l/f/c/ 9 .25 

From the home of Earth Worm Jim and 
MDK, Wex Major and a cast of nine ascend 
to the PlayStation, marking Shiny's first 
foray into next generation platforming. 
Can they breathe new life into a category 
they helped mold? 

[Table of contents] 










MUSIC .116 




FALLOUT . 120 



inal Fantasy Viii .64 


ved. Reaching farther 




Ill III I 

Castlevania64 .36 

Tkavel back to Castlevania ONF_ MOP 

Akuji the Heartless 




Speed Busters 




Heart of Darkness 


Spice World 


Armored Core 








Iggy's Reckin Balls 




Blood 2 




T'ai Fu 


Bomberman Hero 




Tales of Destiny 


Cardinal Syn 


Metal Gear Solid 


Team Losi RC Racer 


Castlevania 64 


Motocross Madness 




Colony Wars Vengeance 


Myth 2 


The Unholy War 


Cool Boarders 3 


Nascar 99 


Thunder Force V 


Crash 3 


Need For Speed II 


Tiger Woods 




Penny Racer 


Tomb Raider II 


Deception 2 




Trap Gunner 




Rogue Trip 


Urban Assault 


Final Fantasy VIII 


Rosco McQueen 


Wild 9 


Future Cop 






G Darius 




Wipeoul 64 




Small Soldiers 



; c 


9 c 



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t u 




• a 


• tr 

- I 



f ay back in May 1986, Enix of Japan released the first in a long, successful _ a 

line of RPGs for Nintendo 's Famicom. 12 years later. .. is Sony's PlayStation 

that is to be graced with the 

seventh installment of the 

Dragon Quest legacy. The DQ 

series has sold over 20 mil- 
lion units to date and has 

always been prevalent in the 

industry's watchful eye. So 

much so that when the game 

was first announced back in 

January 1997, fans started to 

create Internet sites dedicat- 
ed to DQ/. Finally, after what seems like an eternity, Gamers' Repub- 
lic can reveal new screenshots, proving that this game is set to be 
the best in the series so far. According to Enix, they are creating an 
awesome new game while promoting "love, courage and fraternity," 
and retaining the original world of DQ. Rest assured, folks, DQ/ is on 
the way at last, and the wait will have been more than worth it. 

Meanwhile, GR was lucky enough to have a quick play-test of DQ/, and this what happened. In order to show that development is 
proceeding well and that the game retains that vital DQ feeling, Enix have released the first pictures of the game. They have created 
a unique 3D graphics engine that keeps all the detail and warmth of their previous sprite versions. Currently there are two areas, the 
village and the castle. You can walk around them freely and enter all the various rooms and buildings. The loading is very fast and 
you don't notice any slowdown as you enter and exit places. The version we played had three characters. Using the cross keys you 
could move in eight directions. By using the L and R keys you could rotate the screen around 360 . The characters are sprites, so 
there are several patterns that are redrawn depending on the direction you look at them. All the trees, etc., are full polygon and rotate 
beautifully. Interestingly, in our version you could 
zoom in and pan out (only two levels). All the photos 
show the normal play version but you could zoom out 

to see the entire castle or village. Incredibly, the I ^T }l lA ^yA^ j Sff" ^ * ^ 7*"^ — lt '' r ^* *~£ 

graphics engine could display all the detail without ^ 

any slowdown whatsoever, but whether this feature 
will remain has not been decided. 

All images are © 1998 Enix. Alt rights reserved. 


We can't wait to explore the massively detailed environments that Enix have in store. 

The indoor lighting, texturing, and shading are top notch, greatly adding to the ambience. 

%%?■■ ■■■■■' ■ ■ :■■;, 


4jkw imi inrr m 1 : .-- 

While Dragon Quest 7 is still in the 
early stages of development, 
these screens clearly show the 
realistic and intimate feei that Enix 
have been able to endow to this 
latest installment in the series. 
Let's get on with the guesting of 
those dragons! 



77?e GR staff hasn't decided if this looks more like a fun theme-park attraction, a bad carnival 
house, or an American discount shopping warehouse. It's a long flight just to find out... 


Biohazard fanatics in Japan are certainly \ - 
spoiled, as Capcom have just released dual 
shock versions of Biohazard and Biohazard 
2. But the enhancements transcend mere ■, 

analog pad and dual shock support. Biohaz- 
ard DS includes original orchestrated music 
and comes with a second disc that contains 
all kinds of goodies - particularly movie 
sequences from the original BH2 prototype, 
before it was scrapped and taken back to the 
drawing board. Remember all of the early scenes printed in 
game? You can now see them in action! Biohazard 2 DS comes > 

Crom July 18, 1998 to July 17, 1999, residents of Japan will be 
table to experience the horror... 

...of Biohazard for real at the Expo-Land in Osaka. The 15- 
minute attraction re-creates some of the scenes in the game as 
you walk about the house, go through the garden, then into the 
laboratory. The huge building actually has two stories so that 
you go up and down stairs as well. Most of the monsters (like 
the dog, snake, etc.) are robots, but the zombies are all played 
by real people. The place is full of doors, and without warning, 
the zombies will burst out and shamble towards you. They also 
follow you and try to touch you. It's very dark and very scary. 
Several women came out cry- 
ing. People waiting outside 
can see the opening movie 
and scenes from the game 
played on a TV monitor. Peo- 
ple had to wait hours to get 
in. At the end is a special Bio- 
hazard goods shop which 
also sells exclusive goods 
only available at this event. 

r arious publications that never 
ith an extra game called Extreme 

tion to collect four bombs and save all of 

- .: 


rhe Tokyo Character Show was held on October 2nd and 
3rd at the Tokyo Big Site. . . Tokyo. Character merchandising is now a major 
business in Japan, with comic, anime and game char- 
acters more popular than ever. As such, they now have 
their own dedicated show. Main exhibitors included 
Sega, Square, Konami, Namco and Capcom who had a 
massive range of gaming goods - in particular, a large 
number of exclusive limited edition goods, including 
signed framed pictures of FFV1II characters. The prices 
of the 8000 items on sale went from ¥100 to over 

¥30,000 (if you want- 
ed a Biohazard 

revolver, rare FFVIII 

goods or a Judo kit 

signed by Mr. Segata 

Sanshiro!). Over 

30,000 people 

packed out the very 

successful two day 


Look! Guns! Ooooo...Oh, sorry. We thought we 
were at an NRA presentation of new weapons... 


Date: October 9-31 
Place: Makuhari Messe 
Exhibition Center in Chiba. 

There will be 89 companies there 
with a special Kids and PC corner as 
last time. This time all the game 
goods shops have been gathered 
together, so six of the eight halls will 
be just for games only. We've seen 
the floorplans and can say that SEGA 
have the largest booth, with a mas- 
sive amount of space around it. SCE, 
Capcom, Namco, Square, Konami, 
Bandai, SNK and Taito have the next 
largest booth size. Despite rumors, 
Nintendo will definitely not be at the 
show. The main attractions will be 
Sega's Dreamcast lineup, SNK's Neo 
Geo Pocket and Square's FFVIII. 


.... * v*r * 


















onami's custom beat box will get the funk out of 
Japanese gamers this fall. Let's go new beat! 

Aww yeeah booy! It's time to get amplified and let your back- 
bone slide! Beatmania 2nd Mix, based on the popular arcade 
game, is coming to the PS September 24, along with the cool 
Scratch Pad controller you see to the right. The PS version will 
have all 19 mixes from the arcade, 

including Ska, Hip Hop, Break Beat, Techno, Ambient, Drum and Bass, 
Reggae, Soul, and special mixes such as Konamix and Love So Groovy 
(!). The object of the game, for all you DJs in training, is to clear each 
stage with the best mix. You'll have to monitor typical DJ stuff like 
Beats Per Minute (BPM) and rhythm patterns while maintaining a bal- 
anced Groovy Gauge. The Scratch Pad, exclusively manufactured by 
Ascii, is an exact miniature repli- 
ca of the arcade's control set-up, 
complete with a circular 
turntable, large buttons to syn- 
chronize keyboard sounds, and 
various modes. Konami is consid- 
ering adding some straight-up 
dope new modes as well, and 
eight all-new original songs for 
the fly-ass PS version. 



Don't you hate it when you 
sit down to play your favorite 
PS or Saturn CD game, only to 
wait while the machine tries 
and tries to read an old, 
scratched-up disk? That's a 
perennial annoyance at the GR 
offices, but this simple product 
has saved our bacon in many a 
late-night deadline grab-fest. 
Using it couldn't be simpler: 
just find the scratch on the 
disk, apply a drop of the liquid, 
and buff it, using the included 
rag (or your own personal 
favorite) until the scratch is 
gone. Then get back to the 
important things in life: play- 




n early October, Hudson of Japan will release Let's Smash, 
which oddly enough is a new tennis game. . . 

...for Nintendo 64. Every aspect of the 
game, from the engine to the characters, 
is fully polygonal, making for a rather 
nice looking title. The game features 24 
individual tennis characters that are nei- 
ther realistic nor super-deformed, but as 
per usual a select few are nonselectable 
from the initial lineup. Eight hidden characters 
become playable as you progress and win the dif- 
ferent tournaments throughout the game. By way 
of the analog stick, you control the racket move- 
ment and ball control, allowing for extremely precise serves and shots to take 
place. Play modes include exhibition, tournament and challenge. In exhibition, 
you can choose either single or doubles, where as in tournament, you will enter 
four major competitions held in Aus- 
tralia, America, France, and England. 
Also, by entering the tournament 
mode, you will be listed on a unique 
world-ranking chart. The challenge 
mode will allow you to customize 
various aspects of your characters, 
including clothing, shirts, and 
shoes, so as to coordinate your own 
tennis fashions depending on your 
taste. Look for an update in GR very 


A Ithough the new Godzilla movie wasn't 
M much of a success, Godzilla fever... still spreading across Japan. Because of this, dur- 
ing October at the Takashimaya department store in 
Osaka, a special Godzilla exhibition event was held with 
real models, videos of movies and pictures from all the 
Godzilla movies. One section had a giant panorama with 
huge 2-meter- tall moving robots of all the Godzilla mon- 
sters, and you could pretend to shoot them with lasers, 
etc. As always, a massive Godzilla goods store was wait- 
ing for you at the end with 
plenty of traditional mod- 
els and kits along with 
some limited edition items 
for the serious collector. 







■■■■---■ | nSj | nc . ah Rights Re; 

243-3417. Call 1-800-771-3772 1™-«;> 


A ction figures aren't just for kids anymore. Resaurus prepares to unleash Crash, 
ri Quake, Virus, Speed Racer... 

...and more Duke! Video game super stars continue to seep into the massive toy market. Tomb Raider, Street 
Fighter, and Resident Evil were only the beginning. Coming your way from ReSaurus Company Inc. , here's a 
first peek at the new Crash, Quake, and Duke series II figures. 













F A (I 

A , Crasft Bandicoot series 

-ft' -. 

IrVe are family... Just look at all these wonderful Crash Toys! To 
be sold separately: Coco Bandicoot, Jet Board Crash, Jet Pack 
Crash, Komodo Moe, Tiny, Dr. Neo Cortex and assorted good- 
ies. Look for 'em in October. 

Duke Nukem sarins 

NightStrike Duke 


And here's a group of toys that'll make 
mom proud...the new detailed Duke figure and 
assorted baddies will probably try to kick your 
other figures' asses when you leave the room. 



s featured last month in GR, Command & Conquer 2: 
Tiberian Sun is to feature. . . 

...two major film stars i 
Michael Biehn. Both 

pe of James Earl Jones and 
currently filming the cut- 
scenes for what is likely 
to be this years biggest 
RTS game. GR was lucky 
enough to get Mr. Earl 
Jones to take a few pre- 
cious minutes to look at 
the mag. Afterwards he 
could be heard uttering 
the words, "It is too late 
for other mags, my 

Quake series 


Tommy Tallarico has 

informed us that his upcoming 
Messiah soundtrack will be 
recorded in DTS! Beyond 
Dolby Digital, DDS or Ac3, DTS 
is recorded on 6 separate 
channels, unlike Dolby, which 
spreads out over 2. Jurassic 
Park 2 was the first movie 
recorded in DTS. Tommy is also 
recording the Sega Dreamcast 
boot-up jingle! All totalled, 
Tommy T. is working on 23 pro- 
jects, hosting a TV show {Elec- 
tric Playground) and building a 
space station. Ok, he's not 
building a space station. At 
least I don't think he is. 



IM/hen software developers 
WW smell blood, they come a 
runnin. . . it ain't right. . . 

...Ok, so a hunting game sold well. 
That just proves that there are still a 
lot of sick %&$# out there with 30 
bucks. Shooting imaginary baddies is 
one thing and makin' fun a them there 
rednecks may be a hoot, but to even 
begin to condone this crap is in our 
opinion way out of line, whether it's in 
fun or not. How sick. 




Michael lackson has entered a strange and surreal new venture by setting 
up a corporation called Michael Jackson Japan, Inc. At a press conference held 
on July 27, the blueprint of a huge Jacko-influenced theme park was revealed. 
The company will also engage in the management of a toy store chain. When 
it comes to the actual theme park construction, Jacko illustrated his ideas 
with such enthusiasm that he had to take off his sun glasses because they 
became clouded up with his own steam. He also said that he would be work- 
ing on every aspect of the construction of the theme park. Where the con- 
struction site will be and when the construction starts has not yet been deter- 
mined. Yes, someday soon, we'll all be able to ride Jacko's Tilt-a-Whirl. 


.•• •• 

j&imw z?fl£*o£) fvm 

Intense shooting action 


Gigantic animated bosses 

KNIFE EDGE: Nose Gunner 

Blast off for revolutionary game play action with KEMCO® Knife Edge: Nose Gunner™ for 
Nintendo 64! Knife Edge combines the fast-paced action of a sci-fi shoot-em-up with the thrilling 
joyride of an arcade-style flight game. Beautiful 3D polygon-constructed extraterrestrial 
environments fill the screen. The pioneer colonies on Mars are invaded and you have to shoot your 
way through enemy craft and ground defense placements. KEMCO's innovative game pass 
generation system computes the player's choice of assault craft, navigator character, difficulty 
level, and enemy kill ratio to open up new branches and routes through the hostile environments 
and introduce new enemy attack configurations. Knife Edge offers a new game play experience 
every time. 

Coming Soon On N64: 

Coming October 


Coming November 

Coming December 


Exclusively Distributed By: 


Distributing, Inc. 



apeom announced that they will release a 
new 3D fighter called Tech Romancer... 

...for arcades sometime this fall. Eight different 
mechanical warriors will be on hand, all created by Mr. 
Kawamori and Studio Nue, most famous for design 
work for the super popular anime series Macross. Play- 
ers will be able to enjoy two modes of play: Story 
and Hero Challenge mode. In the Story mode, Cap- 
corn have adopted a multi-story system where the 
flow of a story can change depending on the situation 
nd conditions during the game. In Hero Challenge 
mode, you will be fighting against 12 opponents 
and be ranked depending on how well you 
play. Capcom also hinted that they will 
release the game for an unnamed console 
at some time in the future. 





Artwork c Capcom. 199 


rhis rather rude Japanese ad for Treasure 
ESP features a little figure... 

...with a head shaped like the Radiant Silvergun 
ship, not to mention a large crystalline John Thomas. 
Apparently the young chap in question is debating 
which game to play, either Silhouette Mirage or the 
aforementioned Radiant Silvergun. The ad implies 
that he wants to play 
with the games all 
night but he's not 
telling which one. It 
seems to 6R as 
though he may actu- 
ally have something 
else on his mind 



rhere are numerous character-raising games in which players 
have to rear race horses, bring up cute girls. . . 

...or nurse robots. Now, Enix will throw their 
proverbial hat into the ring with an interesting 
title called ASTRONoKA. The game was created 
by Muu Muu, known for their game titles such 
as UgoUgoRuga, Gambara Morikawa-kun 2 
and in this country, lumping Flash 1 & 2. 

The story is as follows: One day, you land on 
a desolate and remote planet to make your liv- 
ing by growing cosmo vegetables. You not only 
become just a farmer but are creative enough 
to enter a space vegetable contest by cross- 
breeding different kinds of species. In other 
words, your mission is to become the number 
one farmer in space vegetables. 

However, this game is not just for growing 
new vegetables. At the same time, you have to 
protect your crops from vermin called Baboo. 
Although Baboo do not look intimidating, they 
are troublesome; they will try to destroy your 
crops. To make your harvest successful, you fend them off by purchasing traps 
and setting them up. However, Baboos can learn from their mistakes, so you have 
to constantly re-think how you can trap them to make your harvest successful. 
Sounds nice and weird. 



Uave you ever thought while watching MTV 
n orVH1 that you could do a better job. . . 

than those hack directors? Here is your chance. In Great 
H///'fs you play as Pop Chips, a rookie video clipper with Har- 
|gmony Major Label. One day, the entire staff at Harmony 

Major Label falls ill from food poisoning and it's up to you 

to create the video clips. 
For each of the game's scenarios, you have to fulfill two 

requirements: one is to solve a problem and the other is to 

create a video clip. At the beginning of each scenario, you 

will be presented with elements that you must use in your video clip. For example, you may be required to fade in or fade or to use a bright light. 

After creating your clip, you bring it to the agency. Then all you have to do is to kick back and wait for the results on the hit chart. 
By creating your own clips, you will receive points in three categories: money, fame, and your number of fans. Of course, those points depend 

on how well your video clip does. If you create a hit, money increases and you can get nicer equipment. If you continue creating top-ten clips, then 

you will become more famous. The more popular you become, the easier your clips enter the top-ten chart and the more fans you have. If you don't 

get lots of fans, don't worry. There are people who do not like top-ten music. They are small in number but they will fanatically support your video 
, clips, just like in the indie music scene. Sounds realistic, huh? It's coming in the fall from Enix. 





d DNly One Force Can Stem \iUe DEAdly TidE 

lies"!" Co-sponsc 


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be obtained at our web site at lutp://, or hy s 
""nplete details are also availa|'" '■"- ; 
d. "Working Designs" and "SPAZ" are register 














// ivou/tf appear /fta/ tte numbers are in for Sony's 
Playstation PAL territories sales. . . 

...and the little gray box is doing 
rather well. Over 10 million units 
have been shifted in total with the 
following breakdown: 2.5million 
in the UK, 175 million in France 
and Germany, with the rest being 
made up of Australia, New 
Zealand and South Africa. Not 
bad, eh? Pity that the PAL system 
still suffers from nasty black bor- 
ders and slightly slower speed. 
At least Europe was the first to 
get the Spice Girls game... 



are are proving once again that they are serious 
contenders for best developer. . . Europe, as Banjo- 
Kazooie shot straight to the 
top of the UK charts after its 
release. The honey bear and 
red-breasted breegull 

spanked down the other top 
games of the moment, which 
included Colin McRae Rally 
and Premier Manager 98, 
proving beyond a shadow of 
a doubt that the Nintendo 64 
still has mass appeal and a 
loyal following to boot. 





« .«- 



nreamcast news from Europe comes shooting 
U straight from the hip! Sega Europe are rumored. . . have a Mario 64-style game in development. According to our 
saucy sources, the main hero of the game is a strange little dwarven 
jungle explorer. Oh yeah, and he smokes a big pipe as well. Sounds 
like Sega Europe are off to a rather strange 
_ start with their in-house develop- 
ment... if the game even exists, 
* that is. The environme 
are supposed to be 
pleasant enough, 

including cool water- 
falls with attractive 
particle effects. 
Trees and plants 

i are to have individ- 
ual leaves that 

j, cjuite literally fall to 

<rthe ground(effects 
not seen since Forbid- 
den Forest on the C64). 
It sounds a little bit too 
exciting to us, and could 
possibly be just a demo, or, per- 

y*haps, a launch title over here! Dwarven 
Pipe Smokers? Only on Dreamcast! 


It looks as though Tekken 3 fever has become a world- 
1 wide phenomenon. . . 

,as Sony hold a Pan-European tournament running from mid Sep- 
ember until the end of November. The same rules apply as in previ- 
ous competitions, in that the contestants have to send in their best 
times on Survival 
mode and then the 
best times go through 
to stand a chance of 
winning a full size 
Tekken3 arcade 

machine. Not bad if 
you can get over the 
number of 

"sausages" lining up 
to beat you down... 


ore Euro-tastic Sega news comes in the form of a 
rather solemn piece of information. . . 


...for our gaming cousins across the pond. It is more than likely that 
the European Dreamcast machine will not be released with the all 
important modem accessory. Although not yet confirmed, comments 
from Mark Maslowicz and Mark Hartley of Sega Europe have suggest- 
ed the unimportance of this peripheral in the European market. 
Apparently, in order to ensure that the Dreamcast reaches a mass 
gaming market, the inclusion of the modem is not necessary. Of 
course, not all Europeans benefit from free local phone calls, so that 
probably a more realistic argument, but then again, shouldn't 
these gamers at least be given a choice? 


I ondon is beginning to buzz as the ECTS (European 
LComputer Trade Show) primes for opening... 

...on September 6-8, but 

more exciting than that 

was the rumored news 

that a certain Mr. 

Shigeru Miyamoto and 

Mr. Minoru Arakawa of 

the big 'N' are going to 

show up. Well, we can 

only speculate as to 

what their presence 

may mean, but it is more than likely that Zelda will be the big topic of 

conversation... we'll let you know next issue. 




»| WILL destroy you in the Battle mode 
I WILL destroy you in tr-- 
I WILL destroy you in tU ■•**-• 

"Look here Son, I WILL use your head 

HffiksL. .DIB»WET 



? Ebony Justice 




13 'OFF the Hook' characters to choose From. 
•9 Blazin' aquatic tracks to tear up. 
3D rendered waves like you've never seen beFore. 
•An arsenal oF high powered, high tech 
customizable weapons and boats- 
all Fully upgradeable. 

Two player split screen or 
combat cable link 

5AME S... 



. ■■■PEC «0 l.imilcil P.iiln-::-hii: ASH Cimos 

y Computer Enierlainment Inc. AH nghls r 



T i^ R 1 T R Y «■ 



1 1 




, > 













1 ^ ^| 



Get ready to RUMBLE! Charlie Blast's Territory will blow your mind! In Single Player 
Puzzle mode, help Demolition Expert Charlie Blast strategically re-arrange Bombs, 
Detonators, TNT crates, Blockers and other Objects scattered on each uniquely 
designed island puzzle level. Use the Trampolines, Floating Platforms and Conveyor 
Belts on each stage to help Charlie solve the puzzles. Detonate the explosives to set 
off a chain reaction that will blast the island to pieces and clear the level. Continue 
clearing Single Player Puzzle levels and Charlie Blast's Territory will reveal diabolical 
hidden Multi Player game boards, where two to four players can blast away at each 
other to gain territory on specially designed stages. Players can choose from four 
fun characters with their own individual quirky personalities. Acquire area on the 
Multi Player game board by arranging the Bombs and other assorted objects (such 
as Freeze Bombs that temporarily immobilize your opponents) to create an explosive 
chain reaction. There are 60 Single Player puzzle-solving fun and simultaneous 



j> / /> 


' , >/m /J 


Enter the Charlie Blasts Sweepstakes for a Chance to Win a Trip to Nevada! 

Grand Prize trip includes (for a family of four): Round trip air transportation; hotel accommodations 
for 5 days and 4 nights at the world renowned Treasure Island Resort where there is a Volcano 
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an "outrageously great time" and the Hoover Dam "Hard Hat Tour," which requires participants to 
wear hard hats like the hero of Charlie Blasts Territory. This special tour will visit the areas of the dam 
that are not part of the standard tour - areas like the generator shaft gallery, the needle valve house, 
the seepage gallery and other "behind the scene" areas. Sweepstakes is open to legal residents of 
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To enter the sweepstakes online, visit our website at from September 1 , 1 998 thru December 31 , 1 998. 
Online entries must be submitted by December 31 , 1 998. To enter by mail, print your name, address, city, state, zip code, telephone 
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database charts 

page 18 



en best sei_i_in 



2 TEKKEN 3 namco 

3 ROAD RASH 30 electronic arts 

4 MORTAL K0MBAT4 midway 

5 VIGILANTE 8 act,v,s,on 


7 MLB '99 sony 


9 TRIPLE PLAY '99 ca 

10 TOMB RAIDER coos 

id Driving Inns ruled the lisl this month, but Tekken 3 is still going : 
the number two spot. A lower-priced classic rounds up the PS eft, 

nintzsnc/cDGH- ti' 




7 MLB KEN GRIFFEY JR. Nintendo 6 1080 SNOWBOARDING m /,.., zfSS 

2 BANJO-KAZOOKIE Nintendo 7 MORTAL KOMBAT 4 midway (T..™ 

3 ALL STAR BASEBALL 99 acclaim 8 YOSHIS STORY Nintendo 

4 GOLDENEYE 007 Nintendo 9 SUPER MARIO 64 Nintendo 

5 QUEST 64 thq 10 MARIO KART 64 n ,ntendo 

Several new N64 lilies were released this month, and as the charts shot 
all ol them were very anticipated - especially the much delayed Grilley. 

! u-ii tu t. 

ten best sei_i_in 





4 NBA LIVE 98 ia 

5 NASCAR '98 a 



8 SONIC 3D BLAST sega 

9 FIFA: RTWC '98 ea 

10 BUST A MOVE 2 acclaim 

last major Saturn games makes its appearence as the lop gau 
but an incredible HHG is liglit on ils heels. 



co 1 STARCRAFT buzzard 
J" 2 UNREAL MMX a interactive 
,r " 3 DEER HUNTER wizardworks 
' 4 BIG GAME HUNTER hcad games 
5 X-FILES fox 

This month Starcralt once again hold, 
both Unreal and a batch ol strangely 

6 TROPHY HUNTER wizard* 




10 DUKENUKEM3D formgen 
1 lop spot, defending it against 

too ten o\/erau console 


1 GRAN TURISMO-ps sony 6 GOLDENEYE 007-n64 Nintendo 

2 KEN GRIFFEY JR.-n64 Nintendo 7 QUEST64-n64 thq 
•jbj^ 3 BANJO KAZOOIE-n64 nmendo 8 ROAD RASH 3D ps > 

I ", J 4 ALL STAR BASEBALL '99-n64 acclaim 9 1080 SN0WB0ARDING-n64 Nintendo 
■l$y 5 TEKKEN 3-ps wmco 10 MORTAL KOMBAT 4-ps midway 

1 ' '"- ' - ' ■ ' 

r—, -A, 

uuoncJ republic top ten pames 

-japan < 



3 XI ps 





8 LUNAR 2 ss 


10 KAGERO ps 

united Isin&tdonn 



3 WORLD CUP '98 ps 










pamers' republic top ten pames 

cl. InaL-Wtsrson 

cl. Inoclgsam 


2 WILD 9 

3 CRASH 3 













6 CRASH 3 




10 QUAKE 2 

?* j 






6 CRASH 3 


8 WILD 9 


10 P0YP0Y2 




3 CRASH 3 







10 BLOOD 2 

nn. InobtDS 



3 CRASH 3 








nn. Ej>r-i^^in 









10 MADDEN 64 


2 LUNAR 2 




6 0VERBL00D2 





Ld. LnJii—i—anns 



3 M. NINJA 64 i 





8 F-ZEROX i 



techfront feature 

time to break out your slide rules and scientific calculate 

as we delve further into both, practical 

and theoretical methods for rendering your virtual worlds 

The World BeAnd Polygons 

Look at me Render! 

The title refers not to the world outside your 
living room, but rather to the multitude of ren- 
dering techniques that are not based on the 
standard texture-mapped polygon model, and 
which have been all but ignored in previous 
columns. Although only a handful of today's 
games use anything other than the standard 
texture-mapping model, VM Labs is touting 
the flexibility of its (codenamed) Project X in 
allowing a variety of different graphics tech- 
niques, and Sony has hinted at an attempt to 
move away from reliance on polygons for the 
Playstation 2. Don't look for a revolution 
overnight, but some technology demos are 
already around, and you can expect to see at 
least some games appearing using some of 
these techniques within the next couple years. 
Accordingly, here is a brief discussion of some 
of the more commonly-discussed techniques. 

Particle System Rendering 

One model that is very different from poly- 
on-based models, but rather easy to combine 
with them, is particle system rendering. 
Instead of modeling all objects in terms of 
polygonal outer surfaces that move in rigid 
ways, particle systems are, as one might 
guess, made up 
of a bunch of 
small particles 
sitting in space. 
Each particle is 
extremely sim- 
ple to draw, and 
the final appear- 
ance is deter- 
mined mainly by where they are in relation to 
one another. Since each particle can be placed 
independently of others, particle systems are 
useful for attempting to draw formless and 
very dynamic substances like smoke or fire. 
Particle systems also benefit from a key simi- 
larity to polygon systems: objects are still 
drawn one at a time, starting from some sort 
of model in 3D. This allows easy combination 
of particle systems with polygon-based sys- 
tems, so that developers can take advantage 
. of the strengths of both systems without too 
much trouble. 

Quake 2 uses particle systems 
for rocket trails and explosions 

Ray J racing 

In contrast, ray tracing takes a completely 
different approach to drawing objects. Instead 
of drawing one object at a time as with the 
standard polygonal systems, it draws one pixel 
at a time, calculating the color at each pixel via 
a complex recursive method. To see how it 
works, first consider a simpler method called 
ray casting: to figure out a pixel color, first fig- 
ure out which object is visible in that direction 
(this involves going 
through ail the objects 
that are in that direc- 
tion and figuring out 
which is closest); 
then, determine the 
color by combining 
information on that 
object's color, and 
how light from the dif- 
ferent light sources is 
hitting it. This is 
already complicated 
enough, since each 
pixel involves going 
through all the objects 
that might be visible, 
figuring out which 
part of which one 
actually is, and then doing what is typically a 
fairly complicated lighting calculation. 

Ray tracing makes the entire process more 
complicated by adding reflections into the bar- 
gain: after figuring out the color of an object, 
you then see if it's reflecting another object, 
and if so, what the color of that object is. This 
is done by casting another ray from the per- 
spective on the first object in the direction that 
light would bounce. Of course, the second 
object may be reflecting a third object, and so 
forth. This can go on indefinitely, but in practice 
one normally fixes a set number of times to 
repeat the process for a given pixel. All of this 
adds up to a large number of calculations per 
pixel, but the results are gratifying: both spec- 
ular and diffuse lighting are modeled fairly 
accurately, and objects are no longer restricted 
to polygonal shapes. Simple real-time ray trac- 
ing may no longer be out of the question for 
games that have fairly simple graphics, per- 
haps along the lines of Tetrisphere. 

simple raytraced scenes 
by Razvan Surdulescu 

Image -Based Rendering 

For yet another completely different model, 
there is an approach known as image-based 
rendering that has been largely restricted to 
academia, but which may may well end up pro- 
viding a fast, substantially different alternative 
to texture-mapped polygons. The basic idea is 
that instead of starting with 3D models and 
attempting to simulate a camera, you start 
with 2D images, and attempt to use some addi- 
tional information to warp them as if the view- 
er were moving around in the scene. So far, this 
; fairly easy 

to put into 
practice, and 
has the 

that, since no 
models are 
involved, it is 
perfectly fea- 
sible to work 
with a photo- 
realistic scene 
of arbitrary 


image-based scenes by 

Leonard McMillan 

complexity. However, a problem arises when 
the viewer moves in a way that should reveal a 
piece of the scene not previously visible: a hole 
appears in the picture. One generally attempts 
to use a number of images from different 
angles so that each part of the scene is visible 
in at least one image, but complex scenes : 
would require a large number of different 
images to work from, so a substantial part of 
the advantage of the image-based approach is 
lost. However, people have been experiment- 
ing with a wide variety of approaches to imple- 
menting image-based rendering, and it seems 
to offer the best possibility of drastically 
redefining what we expect from computer 

The Final yoRD-FOR nov 

Look for more on alternatives to texture- 
mapped polygons next month. 

In the mean time, if you have any comments, 
questions, or suggestions for topics you'd like 
to see covered, you can email techfront® 


r } 

and has been playing vide 

. third ye 
es and programming for as long as he c 

starting with Logo 



-- «w — 


1 an Atari 600 in 1st grade. 


Remember how 

fun it was to 

torture your 

victims when 

you were 


things never 

MOW 'cm down on your Jetbike! 

© 1998 Shiny E:it._Ttai[m.:ni. inc. Ail Rignts KtSt-rved. Wild 9, the Wild 9 logo, Interplay, the Interplay 

logo, anil Tiv G,-riieri, For kite's. 'are Iraiie-nar-.s of Intoijil.T- >' r ■ .^:: : i :::1 : ■_:. ! . ^ Siinv in.- Shiny logo and all related 

Characters are irad^maik- oi Siiny I" lieilam.Ticnt, Inc. All rights reserved 'h« /Maddir viiiiu i\.v.m ii a co-production of 

The Walt Disnuv CJL.-np;nv/ and Virgin ivra^iVi: Puljiibh- a:id dis:i:::ii'sd !■: Inturnhiy PTi.lnc'iori^ 

All olherfrsdsira-ki ar^ i/upuMi-usof their respective owners. i'lavSisrin.'i ?.w\ t:ie PlayStation 

logos are registered trademarks of Sony Computer Entertainment Inc. All rights reserved. 

Shiny, creators of 
Earthworm Jim, Aladdin and 
MDK interactive games, 
introduce their next 

big hit -V; [LD 9. You 

play Wex Major. Wild 9 
leader, punk earthling. 
and bad guV exterminator. 
So fire up the Rig. the 
ultimate weapon and torture 
device, and make Your 
enemies Scream for mercy! 

<§rfje Wrfocob 95c 


♦ ♦♦ 





>M. Jr\m 


% e m 

, C A + ' ° N S 

♦\tfjey'flLsta;y botmt for tfie Co 

anta on 
tfje Qftintenbo 64! 

i ' 




On sale 
3anuat^ 1999 

Caff for pre-6oofc speciafl 




BSL>, * *v 

/ pretty mubh live for platform games. 
3D, 2D, 2.5D- it doesn't matter. If there 
are intricate timing maneuvers, lush 
visuals, great music, an inspired sto- 
ryline and an interesting cast of char- 
acters involved, I'm behind the con- 
troller. Shiny make predominantly 
these types of games. They know 
where their strengths lie, and so, 
instead of pumping out sequels (well, 
I actually wish they would start pump- 
ing out a few) or branching out into 
unfamiliar territory, they continually 
strive to break new ground, doing 
what they do best. Earthworm Jim, 
Earthworm Jim 2, and MDK were all 
"A". titles and with Shiny's first thor- 
oughbred PlayStation game, Wild 9, 
me same will 'soon apply. It may have 
taken a couple years to get the 9's 
where they wanted it, but from my 
vantage point, this looks like a plat- 
. forming adventure unlike any you 
have ever experienced -as promised. • 

A brief Q&A with The Wild 9's 


GR: How is Wild i 

former stand- 
point, the Wild 9 
allows you to do 
so many things to 
your enemies 
besides "blast them and move on." 
Maybe we fixated a little too much on this 
aspect of the game, but once you've 
slammed your first enemy to death or 
ground them into mulch, you giggle a 
little to yourself and want to do more. 
Each world not only satiates this need, 
but actually are necessities to progress 
further into the game. So if anyone feels 
really guilty about doing such terrible 
things to their enemies, they can honest- 
ly say, "It's not my fault, SHINY made me 
do it." 

GR: What are you doing to make The Wild 
9 a legendary Shiny title? 

TT:The funny thing is we're sort of follow- 
ing the old Earthworm Jim pattern of level 
variety. Mixing it up a bit with flying and 
free-falling levels enough to give the play- 
er a well rounded experience. 
Bits of humor were added here and there, 
but we couldn't help ourselves. It's inher- 
ent to whatever projects we do here. 
i li illi - 

GR: How did you come up with the origi- 
nal concept? i I \\ | 

li. | nig 

TT: David warjtedito have a weapon that 
would respond tqjiand gestures original- 
ly. This involved #ji iifput device (GAUNT- 
LET) and the fectllal "weapon (THE RIG). 
Whatever the. character pointed at, the 
weapbn'wmlliibjfcBtl I evolved the main 
character WE)? aid teammates called the 
Wild«9s whrjwfcrejll a power struggle with 
the hear omm'potjjoT evil entity known as 
Karn. With the tfraratters evolving, so to 
did the RIG and.the actual functioning 
gameplay aspect^of ft. The RIG energy 
evolved from (blasting things to actually 
being able to caitfy tSings and enemies, 
thus to a limited scppe manipulating your 
environment. Kevin Munroe came onto 
the project from'Sa TV animation back- 
ground and took the characters and story 
to a whole new level. A project like this 
couldn't have been made without the 
superior effort made by the Wilds team. 
I couldn't be prouder of the team I'm 
working with at present. Incredible 
artists like Lloyd !Murphy, Erik Drageset, 
Jean-Michel Ringuet and Klaus Lyngeled. 
Great programming by Gavin James and 
Malachy puffin. And, of course, designers 
like Rich Neves, Lori Perkins and Stuart 
Roch. The guys at BIG GRUB were also 
instrumental in getting the game done. 
John Alvarado, Mike Winfield, Ron 
Nakada, Brandon Humphreys and Neil 
Hong were true life savers. 

» 2 » 

its sign is simple enough to get by, Ju 

i an unexpectinq foe and i 

in the neon! Of 

course Karn can't help but take this opportunity to send Wex a kind little message.. 




The main levels, srjrawled out like huge polygonal erector 
sets, vary in form and function. Floating cities, dank quad- 
rants of tangled architecture, murky swamps stagnant and 
alive, and utter brain melting infrastructures like the Beast 
Engine and Craterscape will have you staring at the screen in 
pure awe. Amongst these vertically and horizontally span- 
ning (and often moving) settings, you often play across ari< 
into the screen as your path winds inwards deeper and deep- 
er. The commotion going on in the background, which in 
most games you normally pass off as window dressing, is in 
Wild 9 often your future destination. ; leered with a twisted 
assortment of Karn's minions and specific hurdles, each level 
a is unique and diverse unto itself. 

Of course, none of this would matter all that much if all you 
were doing Was jumping around from ledge to ledge shoot- 

iing or beating up enemies along the way. This is where The 
Rig comes into play. As most of you already know, the Rig is 
used to pummel, maim, and torture prey. But there ft much 
more to it than that. It's also used to carry or place objects, 
swing,"and often times hold prey. Wild 9 is a very situational 
game, as you can often handle a scenario or solve a problem 
in more than one way. I won't go as far as saying that this is 
like "the thinking mans platformer," but I will say that as 
much as it is packed with hard core timing, and skill maneu- 
vers, so is it with, satire and cleverness. 

Apart from the meaty inner sanctums of.the 9's lies a mix- 
ture of EWJ and MDKAlke segues. Free-falling and Rocket 
.bike-chase levels provide a unique amalgam of gamepiay. 
I Not so much as to stray from the formula, but just enough to 
I bring a smile to your face between levels, as well " 
as some ooohing and aahhing. And rightfully 
so; after some of the more 
treacherous frays, I felt like 
I'd been in a real fight. J "\ 
Jhis is an intense game, 
■ made even more so by a thrilling 
and' sometimes chilling Tommy 
Tallarico soundtrack. Tommy deliv- 
I ers his best BGM since the leg- 
\ endary Skeleton 

the task, as are 
the befitting and plen- 
tiful sound effects. 

They don't call it the Beast Engine 
[or nothing! Once you mount this 
utterly ferocious alien beast you 
can melt foes with its stinky 
breath or chew them up like cat 
chow. He also plays a key role in 
the level... 

Character profiles: 

WEX Major 

Wex Major is a normal teenager from the early 21st century. When his parents were 

selected for the mars research colony, he convinced them to let him join, mostly 

because he craved the adventure. Now stranded on The Andromeda cluster, Wex 

has got more adventure than he knows what to do \ 

Wex's main personal asset is his charm, which he uscu m ^auca lu 5 cl ma paiei^ 

to allow him to join them on their journey to Mars. That charisma serves him well a , 

the leader of the Wild Nines; he's the glue that binds the team together, and keeps 

its various members from busting open each other's heads. 

Boomer is a spirited, brawling Highlander lass. She wants to free the cluster the old 
fashioned way... with her fists. Boomer is the sweetest person you'll ever meet. But her 
temper can rise in an instant. If crossed, she can go from zero to witch in a heartbreak. 
A word to the wise: don't mess with her. Ever. 

Pilfer is the 9*s resident psychopath. He's nuts - a walking catalog of manias and phobias. Totally minute, he can be a huddling 
agoraphobic, afraid to leave the confines of the Trawler, and, in the next instant, he's the Cluster's most disgruntled Postal Worker, 
I going for some enemy's throat. There isn't anything wrong with Pilfer that a good frontal lobotomy couldn't cure. 


B'Angus, the pesky critter often perched on Wex's shoulder, is the person closest him ■ at least in physical proximity. B'Angus 
hates when people try to come between him and Wex. He's like that person who won't let others stand between them and the 
1 most powerful person in the room. Although he doesn't believe that Wex is necessarily The Great Champion, B'Angus is drawn by 
Wex's charisma. And, of course, to the protective shell he uses as a home in The Rig! 

Henry the Aquatic Biped 

Henry is at once the most and least human of the Wild 9's. He is a fluid creature, like the pseudopods in The Abyss, who can live 
in any liquid. His watery mass is encased within a squat, robotic shell, which waddles on stubby legs and projects camera probes 
' on long tendrils. 

Seeking to destroy the Wild Nines, Karn forces his bio-engineers to create the most destructive being in all of The Andromeda 
Cluster. Poor Nitro is the result of this experiment. Encased within a protective suit, Nitro is sealed off from everything in his envi- 
ronment. Why? Because he is allergic to everything. Cat hair. Cotton wear. Cotton fibers. Cotton candy. Cantaloupes. Antelopes. 
Rainwater. Salt water. Salt water taffy. Moonlight. Sunlight. Gaslight. Neon. Freon. Whole milk. Low fat milk. Non Fat Milk. Raw 
vegetables. Cooked vegetables. And any food that starts with the letter "C" (except for chocolate). He's really really allergic to 
that! And all of this is just the tip of the iceberg! (But don't say that in front of Nitro... even mentioning ice gives him the sniffles!) 


Vollstagg (or "Stagg") is an amalgamation of several different species from his homeworld. He has been genetically altered by 

kam's bio-engineering specialists for survival on a variety of different terrain, including mountains, deserts and glaciers. Stagg 

is swift as a gazelle, agile as a silverback gorilla (and thrice as strong), and as fleet-of-foot as a mountain goat. Like any animal, 

he has hyperkeen senses: hearing, night vision, and particularly smell. Volstagg is the most physical of our heroes. And the most 


X Crystal 

Crystal is the least emotional of our gang. She is cool and sardonic, like Mr. Spock, but what she lacks in attitude is more than 
made up by her hair, which has a life of its own! Crystal learns over time that she is, in fact, living crystal. She is an experiment, 
the only one of her kind. Her crystalline genetic matrix allows her to deflect light (and thus, laser beams) like a prism, and create 

crystal spheres with which to imprison people. 

_J: A cyborg with an ever-shifting robotic body and the mind of a nineteen-year-old party animal, Mac digs his life of adventure. Party 

on! Mac's body can shift in dozens of ways, his arms can sprout into M-6os, and his legs change into turbo-jets, enabling him to 
i£S fly at Mach-2. his eyes can spring into telephotolens. Titanium coils can project from his arms, ensnaring an opponent (or, for 
1 f instance, an irate B'Angus!). And his computer-enhanced mind provides him with pinpoint targeting capabilities: when firing 

short-range missiles from his forearm-rocket launchers, he has unerring aim. And this is just the tip of the iceberg. 

The diminutive Pokkit would be the most powerful member of the Wild Nines if only he possessed enough self-confidence to use 
his power effectively. He doesn't. Pokkit is an experiment in biowarp-technology. He wears a jacket filled with countless pockets. 
When he pulls one open and reaches in, he can produce anything he wants. The only problem is, he doesn't have the mental dis- 
cipline to produce what he needs. So when they need him to pull out a bazooka, Pokkit reaches in and yanks out... a jelly donut?! 

WEX, is he Major 

Special effects abound... Let there 

lead character, they don't be light! 

come much cooler than Wex Major. 
Even close up, for a polygonal 
character, he is ultra solid and flu- 

The effects in Wild 9 will astonish 
even the hardest to enthuse. 
Polygonal structures move and 

idly animated, lumping is precise sway constantly as you play on 
and intuitive and the Rig is simply them,J as do items among them. 

a joy to unleash, sounding like 
cross between Darth Vader's Ti 
Fighter and Peter Venkman's unli 

like chunks of asphalt. Hanging 
lamps emitting light can be 
swayed by the touch, textured 

censed nuclear accelerator. As for transparent materials glow vividly, 

that face, well, rumor has it that if and you will witness the most epic 

you morphed DP and TT, Conan explosions in PlayStation history. 

O'Brien style... nah, it's just a The levels literally pulse with ani- 

rumor. An appointment I thorough- mation. From mind-blowing steam 

ly appreciate... as The Rig grows in and smoke to dancing flames and 

strength, it does so in size as well, reflecting water, Shiny have 

and it's apparent on the model, packed in legendary amounts of 

This should always be the case, pyrotechnics and lighting. Wex is 

but so often is not. Wex talks quite so thrilled by it all that, if you leave 

a bit as well, vocally celebrating him to his own devices, he'll break 

power-ups, missile and grenade out in a little jig. — 

discovery, and other select events. f 

This pain-in-the-arse giant robot doesn't know when to quit. You'll need to 
lid him of both his arms (you encounter him twice in the level) and then 
deal with his head... as he tries to butt you to death! 

'isted streets of Craterscape, this burning taxi poses a problem. Wex can't get by without getting 
burned. What to do? When in doubt, whip The Rig out! A nearby minion generator will supply the bodies. All Wex 
has to do is pound a couple into the flames. Once the fire's out, use the taxi to jump out of this ravaged patch of 
decayed highway. 

Torture Has Never Been So Much Fun... . 

Fire up the rig and pummel the enemy until he begs like a dog... then finis h , 

Each vast area is a virtual breeding ground of Kara minions. Put them down and carry on - revenge is 

The explosions in Wild 9 ore nuclear 
assaults with Shockwaves in tow. Toss a 
grenade and watch the enemy squirm 
before detonatioi 

As usual, Shiny bosses 
don't die easily. This 
ancient pain in the 
keester has more than 
a few tricks up his rock. 

2D gameplay among 3D environments 
has never looked or felt so good! The 
polygonal structures in Wild 9 pulse 
with life and there's always some™- m 
body [or thing] to play with! 



When Wex finds a lever he always does s 
clever. I doubt they'll live to tell about it. i2e 
els. Shiny segues abound. Ride a rocket, 
on an alien beast, or free-fall your way t 

A word from The 9's producer 
Stuart Roch... 

When I first saw Wild 9 in 
action earlier this year, the 
thing that impressed me most 
was the innovative gameplay 
mechanic. It's definitely not 
your run-of-the-mill "jump on a 
baddie's head" or "shoot the 
enemy with a gun" style of gameplay. Instead of 
creating a derivative platformer, Shiny has set out 
to create a character game that advances the genre 
to the next level. The way that we're hopefully 
doing this is with the Rig and Glove gameplay 
mechanic. Say you encounter an enemy that's 
blocking your path; instead of butt stomping him, 
it's much more satisfying to actually grab the enemy 

i/ith Wex Major's beam, lift him right off the ground, 
and then slam him back and forth on the floor and 
literally beat him into submission. To go a step fur- 
ther, say you just passed a huge meat grinder in the 
level and you happen upon a Shock Trooper. 
Instead of slamming the baddie with the Rig this 
time, grab him in the beam, swing him over your 
head, and carry him back to the grinder and drop 
him into it. It's amazing to see the ear-to-ear smile 
on people's faces when they drop a guard into a 
grinder and puree him to a fine mulch. Rather than 
offering a couple of attack methods, Wex Major's 
Rig and Glove actually open up a whole slew of pos- 
sibilities as to how the player decides to dispatch 
their foes. 

Which leads us to the torture aspect of Wild 9. This 
is the first game that allows the player to literally 
torture their enemies. While this sounds like a 
fancy marketing line, it actually means that the Wild 
9 team is giving gamers all sorts of different ways to 
kill off their enemies. It's really up to the player's 
imagination as to how they want to get through a 
level. The player could slam enemies, grind them 
up, impale them, drown them, use them as bait - the 
list goes on and on. As much as the player is explor- 
ing the environment, they're also exploring all the 
interactive elements within that environment which 
they could use to torture enemies. It seems pretty 
obvious that grabbing an enemy and placing him in 
an open flame would set the baddie on fire, but con- 
sider placing that same enemy into the thick black 
smoke emanating from the fire. Instead of burning 
the enemy, the player can also use the fire's smoke 
to choke the struggling enemy until he eventually 
goes lifeless. The team is working really hard to put 
as many torture possibilities into the game as pos- 

While the torture mechanic is gratifying to the play- 
er in itself, the team also wants to make sure that 
the torture ties into the puzzles within the game. 
Say for instance that the player happens upon a 
huge jet of fire that is blocking his path. A typical 
platform game might require the player to wait for 
the timed fire to turn off momentarily so that they 
can pass through it. While this is a classic gameplay 
mechanic, it's also been done a thousand times 
before, so why do it again. When you come across 
that fire jet in Wild 9, instead of waiting for the fire 
to time out, grab the closest slob you can find with 
the beam and slam him into the fire nozzle a few 
times. With a few good whacks, the player can 
extinguish the fire by slamming the Trooper's flail- 
ing body onto the nozzle. The player will have to 
think a little more while playing Wild 9; it's definite- 
ly not a straight shooter or precision jump fest. 



general entertainment 


■fill Wl 

available late '98 

n pen tricelon 

H Ru Mike fit iff in 

By Mike Griffin 

PenPen Tricelon is General Entertainment's 
new action racing game. Scheduled to launch 
simultaneously this November 20 with the 
Dreamcast, it is among the most intriguing of the 
first run titles. This is probably due to the staff 
responsible for PenPen - members of the Panzer 
Dragoon, Sega Rally, and j-League Pro Soccer 
development teams. Team LAND HO! (as they're 
known) is an eclectic crew with countless incred- 
ible members from Sega's past and present, lend- 
ing credibility to the game's unique design. 

PenPen is a completely new type of racing 
game. Up until now, most racing games have used 
a specific vehicle from start to finish to cover the 
type of terrain that can accommodate it. PenPen 
is structured very similarly to a triathlon, in that 
three unique events are the focus. You jurgswim, 
and slide to the finish line, blazm'g^through 

unique objectives for each racing type. The racers are bizarre little 
creatures called PenPens, and they're well suited for each type of 
racing situation. Not only are they able to navigate through incred- 
ibly expansive running courses, twisting underwater seascapes, 
and giant steep hills, but they can also attack and block from all 
directions. Best of all, there will be absolutely no loading between 
competitions, so you can enjoy course after course with very little 
wasted time. Let's take a look at the race and course types first, 
and then we'll get back to the PenPen characters for a little in- 
depth info. 

What is a Tricelon? 

A Tricelon is a race involving a Run event, Swim event, and Slide 
event instead of the traditional Run/Bike/Swim combination. The 
Tricelon is conducted on a single, extremely long racetrack, and 
you don't go around the track completing laps like traditional rac- 
ing games. You have to be skilled in all three varieties of racing 
since each event covers all three types. Depending on the section 
of the track, you might have to block and/or interrupt your oppo- 
nents instead of purely racing for fun or best times. Also, there will 
be loads of obstacles scattered about on the tracks to make racing 
as involving as possible. In other words, the Tricelon is a race, bat- 
tle, and obstacle course all in one. 

What is a Pen Pen? 

The PenPen is a species of creature that belongs, strangely 
enough, to the Penguin family. They are extremely energetic crea- 
tures who like nothing more than to move around quickly. Their 
intellect is minimal, so they aren't capable of complex communi- 
cation. They may not be geniuses, but they are very curious, com- 
petitive beasts who do not like to lose. This explains why the 
PenPens use clever tactics as they race -and they race often. When 
they are unable to participate in competitions with fellow 
PenPens, they become very sedated, disoriented creatures. Do - 
these penguin abominations live on earth? No, they come from a 
distant planet, where they have evolved quickly 
over the course of several centuries. 

Back Type: TodoPen Sex: Mate 

Back is one mellow dude. He likes to chill out, and take it all in. He's a 
powerful racer, however, with an extremely dangerous temper that 
should never be tested. His peaceful demeanor will quickly turn ugly, 
and competitors wilt know it. Back is a good Slider, too. 


The Swimming sections: 

The underwater sections will iook spec- 
tacular. Masses of detailed trackside 
obstacles will be littered every- 
where, and the swimming con- 
trol is said to be revolutionary. 

ii r 

The Running sections: 

Simitar to Sonic R, the running sections will have 
you bumping and grinding through the crowds on 
colorful wide-open roads. You'll definitely need to 
cut corners and create shortcuts. 

dreamcast feature 

iiii i -niiiirii ii! 

Il§! -'Willi 


Sliding sections, 

How bizarre! Slide sections 
wilt be very, very fast. Obstacle, 
are perhaps more of a problem, 
too, since momentum plays havoc 
with certain elements of the con- 

1 * 

"Ml * W 

There are six different types of PenPens: the PenPen, .■ 
KabaPen, TodoPen, InuPen, TakoPen, and SamePen. 
The PenPen are divided into two categories: Big and 
Small. Big PenPens are not very good at quick, precise 
sharp turning. They aren't too susceptible to contact, 
which is good, and they have powerful but inaccurate 
attacking abilities. Small PenPens are cornering fiends, 
they're not so good at handling collisions, and their 
attack power is medium but accurate. You can stick 
with the same PenPen for each race, but chances are 
you'll have trouble- with certain courses. You have to 
pay close attention to their wide range of unique 
advantages and disadvantages in order to conquer 
each 1 race. Also, in addition to their fundamental moves 
(running, swimming, sliding), each PenPen excels in cer- 
tain types of racing environments. You're never required to 
use a specific PenPen on any course, but you're supposed to 
scrutinize their abilities and choose one with inherent advan- 
tages to increase your chances of winning or widening the 
gap in a race. If you choose wisely and take the win, you'll be 
rewarded with happy expressions on your PenPen's face. 
Your PenPen's expression will turn sour during races when 
you're attacked, passed, or after a loss, so keep him happy! 

Well, what do we think then? 

PenPen Tricelon will be one of the best release titles on 
Dreamcast. The engine will be very good, drawing gigantic 
tracks far off into the horizon with no hint of slow-down or 
hideous clipping. Also, the theme sounds too cool to miss. 
The only missing element is the multiplayer mode, which is 
Currently being tweaked by Team LAND HO! At this point, 
they haven't decided whether to add a bunch of split-screen " 
modes, several modem play options, or both. I'm sure the 
machine can handle the action either way. Stay posted 
for even more PenPen action with a special behind- 
the-scenes report next issue. ^ 



• developer general entertainment • publisher sega • available late '98 I page 33 

dreamcast feature 



Born out of the ashes of an atomic- 
fueled paranoia, Godzilla personi- 
fied the great threat of nuclear war as an 
all powerful city destroyer and went on to 
become one of the most recognizable 
Japanese icons in history. Sega are hop- 
ing to capitalize on that status with 
Godzilla Generations, a Dreamcast 
launch title being developed by General 
Entertainment, a company made up of 
ex-Sega employees. Though there is still 
frightfully little information on the actual 
nature of the gameplay or your objectives, it's clear thai it's the 
original, classic Godzilla being celebrated here, and notthe new 
creature from Sony's terrible summer film. Hmm. 

Taking advantage of the incredibly high specification of the 
Dreamcast hardware, Godzilla Generations will feature almost 
unimaginable graphic effects that far exceed what could be 
accomplished on current consoles. Hi-res, 60 fps cityscapes 
populated with little moving cars and one super smooth Godzilla 
running around should be a visual treat. Watching buildings 
crumble in a shower of polygonal objects will be an experience 
that the current generations of hardware (save for a fully kitted 
PC) simply cannot manage. Whether destroying the cities is 
actually part of your gameplay objectives is unknown at this 
time, but it sure looks to be good fun. And joining Godzilla in this 
polygonal reign of terror will be Mothra, Mechagodzilla, and 
Ghidrah. Other monsters have not yet been announced, but we 
have a feeling that you can expect some surprises in the roster. 
More information as it becomes available. -8= 


generations .*: 

W By Mike Hobbs i- ^2' j? \W^f£^ ' 

While these are actual game screens, it is stilt unclear what specific mission 
objectives will be and exactly how the player will interact with Godzilla. 

Godzilla against his greatest villains 

Expect surprise announcements and special appearances, 



onolith games • publisher gt interactive • available fall I <CfTf>> 

i'»!050ilOO 1 100:» 

• •« 


f . 

i ■ 


\069 10 


it used to be a dark, wild West filled with brain-hungry, pitchfork-wield- 
ing zombies, Satanic priests, and more voodooism than Gabriel Knight 
could ever shake a stick at, but much has changed over the past 100 
years. The Cabal is now a supremely powerful, omnipresent under- 
ground cult underhandedly subsidized by a global corporate entity with 
worldwide economic interests. But Caleb, Blood's infamous and petu- 
lant protagonist, is back, and he is poised to reclaim his rightful rule of 
the Cabal by overthrowing Gideon, the cult's authoritarian leader. His 
hope to resurrect the original three Chosen - Ophelia, Gabriella, and 
Ishmael - has finally come to fruition, and with the four of them working 
in unison, Caleb has a good chance of regaining his throne. But he'll 
need your help, of course. 

With its ominous setting, dark humor and creepy atmosphere, Blood 
was a game that had plenty of gore, but also personality. The question 
that one must ask is: Will Blood 2 possess the charm of the original? 
Without being judgmental, it is safe to say yes and no. After all, the year 
./2028 is likely to be quite a bit different than the year 1830 was. But aside 
from the time and setting, there is a long list of technical improvements 

across the board that will like- 
ly make the game more interest- 
ing than the original. 

Four different customizable characters 
(the Chosen) are all selectable for play, eacl 
with his own appeal. Sounding more like an 
RPG, the customization will allow players to alter 
weapons, abilities, attributes, and even inventory items for 
a more personal experience. Powered by a contemporary 3D engine, 
the game will include many of the visual and aural effects we are now 
expecting in FP5 games: fully interactive environments, polygon specif- 
ic targeting, superior Al, dynamic colored lighting, detailed smoke 
effects, and a context sensitive soundtrack. Add in the always familiar 
vociferous insults, a huge cache of over 30 weapons (yes, the voodoo 
doll is back), a wide array of outrageous death animation sequences 
(including scenes of slow and painful dismemberment), and some hor- 
rific otherworldly creatures, and Blood 2 is already poised to surpass the 
original's indelible reputation. 9 




VEfsGSiO ]isi 


Dragonseeds ©1998 Jaleco Ltd. Jaleco and the Jaleco logo are registered trademarks ot Jaleco Ltd. 
PlayStation and the PlayStation logos are registered trademarks ol Sony Computer Entertainment inc. 
The ratings icon is a trademark ot the Interactive Digital Software Association. 

As the 

^■*-"^^"t begins with nothing morffftian soft music and darl 
f^ ^m camera shifts and slowly floats downward, we ^b 
^^.^M remains of a castle and, in the center, a small figure. 7 
— » _^^r music drifts on and the camera slowly focuses on this 

"^^3^^ 5ma ll blue-haired character, elegantly playing her 

violin, and after a few seconds, the main logo appears. Castlevania 
64, perhaps the most anticipated 3rd party game ever for the 
Nintendo 64, starts with such a simple, yet incredibly powerful 
intra, it's almost impossible to describe in mere words. 

Castlevanias, essentially, have always been 
classic 2D titles. Packed with incredible art- 
work, gameplay, and music, these games have 
delivered an emotional experience almost 
untouched by any other. Now, we have to come 
to terms with the fact that the groundwork has 
been shifted a bit, and a series we could always 
feel comfortable playing, no matter what system 
it appeared on, is radically different. We now con- 
trol our character in a 3D world, and with it, experi- 
ence 3D difficulties. Perhaps the game seems too 
different now, as simply getting from one end of the 
screen to the other is a thing of the past. With beasts that 

castlevania 64 

attack from any angle, whip swings 
that require careful aiming in an x and 
y axis, and a cross-hair that designates 
where your weapon will hit, this title 
feels almost too alien at times to be 
Castlevania. Thankfully, though, 
Konami hasn't forgotten a few of the 
basics. Most of the creatures you'll 
face in this new world are more than a 
bit familiar, the locations are all too 
classic, and the non-intro music we 
heard, although currently nothing 
more than placeholder tracks, is 
exceptionally high quality (and quite 

The CG artwork, a first for any Castlevania game, gives you an idea what the other controllable characters 
will look like. The most impressive of these is the one to the right, Frankenstein's Monster... 


Will this Castlevania live up to the 
ones we've played in the past? 
Probably not, if you judge it solely by 
its 2D predecessors. What we can 
expect, however, is a game that lets us 
experience a new side of Castlevania, 
where we can spend as much time 
exploring gothic environments as we 
do fighting 

through them 
It'll be inter- 
esting, to say 
the least... i 

hneider, one of the four main characters, 
t will be just as detailed. 

Notice the fire-breathing skeleton 
heads in the top shot, an indication of 
the classic characters you'll face in 
Castlevania 64. The bars on the bottom 
of these pictures are just placeholder 
for now (they represent the music vol- 
ume) - don't expect them in the final. 

Greater realism in the characters and backgrounds enhances its mom-like Dualities 
' ^MJLB XHBBJJsjJJjif Kfinami's pmnous 3D gams 


playstation preview 

• developer psygnosls • publisher psygnosis • available fall 


A surprise hit last year, Psygnosis' beau- 
tiful Colony Wars jump-started a tradi- 
tionally neglected segment of the 32-bit 
market. Normally a rather dry and sim-like 
genre, Colony Wars added a very high tech 
sheen and an arcade quickness to the 3D 
space shooter and wrapped it all up in an 
evolving storyline. It was quite an achieve- 
ment, and Psygnosis are about to deliver 
even more with Colony Wars Vengeance. 

Though it can't hope to feel as fresh as 
the original or hold the same visual shock 
received from seeing its graphics for the 
first time, CWV is about as ambitious a fol- 
low-up imaginable. Missions, though 
fewer in number, feature a greater variety 
in objective and there are user selectable 
ships and all new planet surface levels. 
Also, the story has you this time fighting for 
the Navy as opposed to the League of 
Freeworlds. It turns out they were a bunch 
of scum. Now playing under the leadership 
of Kron, you make it your mission to bring 




down the tyranny of the League. 

More than this switch in point of view, 
it's the new surface missions that most 
distinguish this title from its predecessor. 
Although the limitations of the hardware 
won't allow for the same kind of visual bril- 
liance of the outer space missions (there's 
a lot of fog), it's good to see them just the 
same. And they impress in their own right. 
For instance, watching a giant mechanical 
spider crawl up over a hill was a new kind 
of Colony Wars thrill. The deep space 
engine gets a tweak as well, and you're 
now surrounded by more star streaks and 
more general activity within the frame. 

Psygnosis are just putting the finishing 
touches on CWV and all indications are 
that it will be everything the first game was 
and more - a model sequel. We'll formally 
review Colony Wars Vengeance next 
month. -i c 

Psygnosis redefined the three-dimensional 
shooter with last year's Colony Wars... 

Can they avoid the sophomore curse with their much anticipated sequel? 

r«i «m» 

» «. 

developer 989 studios • publisher so 


't&\*WMM vmmj 

This year's Coo/ Boarders update actually feels like an update as 
opposed to an incidental, money-making sequel. Both the engine 
and gameplay have been retooled in a number of ways, and the play- 
mechanics now offer several elements that haven't been attempted 
before, including a dedicated fighting system to fend off competitors. 
Previously, comparing a PS Cool Boarders game to other snowboarding 
games (like Steep Slope Sliders on Saturn, io8o Q on N64) was easy, but 
thanks to intelligent new features, Cool Boarders 3 might end up being a 
required purchase. 

Past Cool Boarders games had one glaring flaw: poor jump and trick 
execution. In Cool Boarders 3, the jump mechanic has been mostly re- 
tooled. Jumps that were essentially being "charged" in CB2 (in the duck- 
ing, pre-jump position) can now be monitored via the power bar. You can 
choose the appropriate amount of power applied to any jump this way, 
so certain types of ramps and/or terrain can be dealt with accordingly. 
Flips and spins come quick and effortlessly, grabs can be added in a 
pinch, and every move or combination is monitored by a retouched, easy 

reading display at the top of the screen. The Sharp Turn button makes a 
return appearance, while full Dual Shock vibes and analog control are 
now supported. Also, as mentioned, CB3 includes useful punch moves to 
knock aside pesky boarders breathing down your neck - a first in home 
snowboarding games. Fans of the series should be realizing now that all 
these improvements are a huge step forward, while newbies should be 
able to enjoy a good third generation snowboarding game. 

In addition, you can race three other carvers on the tournament-type 
tracks. This is a challenging ordeal, as the CPU boarders appear to love 
the fisticuffs. The sense of competition is heightened, the game has 
more personality, and you'll hold grudges against these punks in Road 
Rash-esque fashion - especially when your tournament standings 
depend on it. 

I played the first two Cool Boarders games to death, despite numerous 
flaws. This latest version needs to set the standard to earn a place 
among the best. 989 Studios and new developers Idol Minds have an 
opportunity to set it straight. Good luck. & 

M ' L «, cT*-" '<*c 

olaystation preview 


Ah, the ubiquity of deception. 
Whether the motive is to cause a 
paltry moment of embarrassment or to 
afflict serious harm, it rears its ugly 
head in all of our lives at one time or 
another. With meticulous plan- 
ning and perfect timing, such 
dastardly deeds are destined 
to succeed, but always looked 
down upon in the end. In the 
world of gaming, we typically 
attempt to end the scandalous 
exploits of such personalities, 
but in the world of Tecmo's 
J Deception, the tables are 

^ turned. 

When the original Deception 
was released, it required you to 
play the antagonist, a prospec- 
tive king of the Castle of the 
j Damned, and eliminate the 
^^M many imposing protagonists 
H who were determined to impede 
H your efforts. But while most arch 
H nemeses are loaded with outra- 
^^^mL K geous attack methods and 
^■^^B weaponry, your abilities were 
^ limited to the cunning place- 
<M ^£ ment of traps and various 

jMm H forms of trickery. Those who 
bought into the game's 
unique concept will surely 
remember just how effec- 
«jM» tive and outright satisfying 
^m^ A such devious methods can 

^^ j The menagerie of traps 

«•» at one's disposal in 

Tecmo's Deception brings about fond 
memories: spikes that shoot out of 
walls and impale your victims, fire 
bombs descending from the ceiling 
and crushing with burning conviction, 
giant feet stomping on those below, 
electrically charged cages trapping and 
frying the weary, and even a collection 
of werewolves, zombies and golems 
for you to unleash. But it has been 
awhile since the initial game's debut, 
which causes one to only imagine what 
Tecmo might have cooked up; it looks 
like they have spent a lot of time back 
at the drawing board, as the number of 
traps at your disposal has been dra- 
matically increased. 

But while the game does boast sev- 
eral improvements and changes over 
the original, it may disappoint those 
looking for an experience that is as 
deep. There are obvious technical 
improvements in the graphics engine 
and overall interface. But where are the 
items? Why can't I build my own 
rooms? What about killing for gold or 
stealing souls for MP? Such features 
were what made the original game so 
intriguing, but they came with a hefty 
price tag: nine memory card slots were 
required to save. In Deception 2, a 
saved game requires one slot, but the 
game lacks the robust set of features 
of the original. But before I become too 
judgmental, there really is nothing else 
that comes close to playing the bad 
guy, and the game will likely please 
those awaiting its arrival. Q 


} \ >■■■■ 

, i™r 



: ^> 

/■■*' :«* 

WF* 1 

j^, i 


• developer funcom • publisher tba • avaik 


By Dave Halverson 

Funcom gn 

Playstation preview 

e noieshot! 

more motocross action's on tap... 

From the unlikeliest of sources comes the third thor- 
oughbred Motocross game for the PlayStation. The 
talented software developers at Funcom are hard at work 
perfecting D.I.R.T, their first foray into two-wheeled may- 
hem. With three Motocross games to its credit, the 
PlayStation is now the number one console representing 
the genre - one that has yet to reach its full potential. 
Recently, the most mediocre of MX'ets, Jeremy McGmth's 
"l-had-nothing-to-do-with-this-game" Supercross '98 
sold very well even though it borders on totally lame. So, if they build it, they now 
know, we will come. In lieu of a true simulation, Funcom have taken a novel 
approach and are creating a sort of fantasy/reality MX hybrid. The courses are wide 
and fast, set among dank fantastical backdrops, and the riders are wonderfully 
exaggerated, taking on an almost Vectorman like fluidity. The bikes - pipey, nimble 
two-strokes - are decidedly delicate feeling as you maneuver them with a combina- 
tion of the analog wand, R&Li for precision slides, and for braking. Funcom's 
engine is among the best the PS can muster, rivaling any previous two-wheeled 
racer in terms of texture quality, frame rate, line of sight, and solidity. All the pre- 
requisite modes (Time Trial, Free Run, and Championship) are here as well, along 
with the addition of a Quick-Race option that allows you to practice with the other 
five competitors on the track. A total of nine tracks are planned in all (although our 
demo featured only two - hence the orange). Currently only two bikes are available, 
with no brand names in sight, but once D.I.R.T finis a publisher in the U.S. this could 

. sBife^ 

: $elle.ct 




/*£ TWO M iA 


The world's most physically demanding sport is starting to get some respect among gaming 
circles... now all we need is a benchmark title. Can Funcoms deliver? 

change, although I opt for 
more cash to be spent on the 
game rather than wasted on 
licensing; this isn't the NFL. 
Most people probably don't 
know who sanctions 
Supercross events anyway. I 
told the staff here that I 
could get an interview with 
Jeremy McGrath and they all 
went, "who?" 

D.I.R.T was strong in all 
areas represented in our beta demo: The course layout, control and psy- 
chics are all right on track and it deserves big style points as well. The 
bikes and riders look striking, with realistic suspension and wicked multi- 
jointed body antics. The Al needs some tweaking (riders fall far too easi- 
ly or for no reason at all and you can't adjust properly in the air yet) and 
I need to see some more tracks, but overall I'd say Funcom have all the 
makings of a great racer. Of course, down the final stretch is where it all 
comes together, so let's hope Funcom don't let it fly until it's got wings 
enough to leave the competition in the dust with a few chunks of mud 
wedged between their teeth, f 

Playstation preview 

:■/ konami 

iRmy shorn its 

The FnxHnunri reneg aries must hp stripped at all rl 

■ 1 




' ' j 

(Clockwise from top-left) Kenneth 
Baker struggles to free himself from 
several hundred pounds of plastic 
explosives and razor wire, Revolver 
Ocelot brandishes his six-shooter, the 
Ninja intervenes, Revolver looks con- 
cerned, and the battle commences! 

Playstation preview 


metal gear solid 

Snake's arrival is imminent! " B * David Hot, 9 son 

The final Japanese game is playtested prior to the official release; we uncover further mission intji below! 

By now, many of the more fanatical Metal Gear Solid followers will be in all 
possession of the import copy of the game, and providing they have 
an almost complete knowledge of the Japanese language, they'll be hav- 
ing a whale of a time completing this complex, highly original and damn 
near perfect video game. Everyone else, however, will be frantically scan- 
ning the Internet for hints, translations and other cheats as they plow 
through cut-scene after cut-scene of incomprehensible dialogue. For you 
see, Metal Gear Solid is a game that needs to be played with a full com- 
pliment of English text and speech - a fact that became all too apparent 
when our resident Japanese translator informed me that I'd been looking 
for doorways without the appropriate key in entirely the wrong area for 
two hours... However, this was the only hitch in an otherwise enthralling 
five-hour playtest of an almost complete Japanese copy of the game. 
Along with hints at the numerous plot twists from Konami representatives, 
we uncovered a number of key gameplay elements that serve great dol- 
lops of hype to the already volatile brew of excitement pervading the 
industry. Below is a brief run-down of the newly acquired information 
regarding the storming of the Shadow Moses base- 
Perhaps the most interesting new addition to the game is a Training 
mode. This is almost essential to your increased enjoyment of the actual 
game, and involves Mister Snake stealthily sneaking through 7ron-like vir- 
tual arenas while utilizing his combat and covert capabilities. The first five 
zones are straightforward enough, while the rest have you scrambling for 
cover and dodging searchlights, gun cameras and guards patrolling raised 
areas. Essentially, anyone wanting to maximize his enjoyment of the game 
should learn combat merits here, rather than diving into the game itself 
and receiving bullets to the back (for example) before learning to aim the 
laser-sighted Socom pistol. Of course, the further you get in Training, the 
more fiendish the zone enhancements become, leading to a whole new 
sub-game of the same caliber as Tekken Force. 

But the aspect of the game that really impressed us was the number of 
never-before-seen levels that we romped through with relish. Aside from 
the ambient (yet intensive during.battles) "stealth" score, there was a 
rather frantic interrogation with whom we assume is Donald Anderson (a 
military contractor who's apparently building the mech behemoths known 
as Metal Gears). This real-time cut-scene included Donald's heart attack. 

manner of perfectly motioned gestures and masses on/oice acting. 
Even the Dual Shock pad gets a look in here, as the pad vibrates with 
a quickening heart beat to emulate Donald's demise. Simply stunning 
stuff, but not quite as manic as the scuffle that followed with the no- 
nonsense Meryl Silverberg. She actually overpowers a guard, steals 
his uniform and catches you at gunpoint as you escape Donald's cell! 
A host of extra touches (such as the dizzied guard lying naked and 
prone with a mosaic effect covering his genitalia - which, incidentally, 
will be removed and underpants added in the final Japanese version of 
the game) add a tone of reality not seen in a video game before. The 
reason? All the cut-scenes use in-game graphics rather than CG, allow- 
ing a sense of believability throughout the 16+ hours of gameplay. 

Later into the game, we uncovered a weapons storage area housing 
C4 explosives (used to demolish walls and even some bosses later 
into the game!), before our first official Foxhound combat operative 
was faced - the Russian Revolver Ocelot. After a fraught five minutes 
of gunfire and avoiding a mass of wires and explosives, our battle was 
halted by an uncloaking ninja who hacked the Ocelot's hand clean off 
and danced about the screen to the accompaniment of screen blur and 
breathtaking visual effects. Later still, we descended a 200 foot com- 
pound while Liquid Snake's helicopter bombarded the building with 
machinegun fire. This was, of course, after we ascended the seeming- 
ly never-ending stairwell inside the tower, with a quartet of guards in 
tow (one of the many occasions when the fabled stun grenades came 
in rather handy). 

Getting to grips with another couple pieces of killing ordinance, we 
unloaded a Nikita missile and watched with increasing pleasure as it 
turned various corners (under our complete control) and detonated in 
the middle of an enemy guard meeting. The remaining troopers were 
dealt death blows courtesy of our Sniper Rifle (cue laser sight, spec- 
tacular zoom in, and head shots!). 

Finally, we witnessed a rather impressive helicopter battle between 

Solid and his nemesis, Liquid Snake, atop a huge observation post, 

which resulted in a flurry of ground-to-air missiles from our recently 

obtained rocket launcher. These momentous battles defined a new 

breed of gameplay, while masses of extra touches (such as a guard's 

line-of-sight disappearing should he yawn or 

sneeze!) ensure that the entire project will be well 

worth your wait. 9 

■> ' • 

IK*** - ■ * 

Later into the mission (clockwise from top), Solid Snake 
creeps down a tower, is attacked by Liquid Snake in a Hind 
stealth chopper, continues his descent, before finally fac- 
ing his nemesis yet again in a frantic confrontation! . 

• : > - '' "V ■■£. 

need for speed 

IA/hpn thic ranar /e roloavoH ■ 

When this racer is released. 

.there will be no looking back! 

by Dave Rees 

One cannot deny that the graphics in Need for 
Speed III look unbelievable. The shimmering 
reflective mapping on the cars alone is so over- 
powering that it initially distracts from the game- 
play. The environments are so panoramic and the 
lighting is so genuine that playing the game can 
feel more like a scenic drive than an intense race to 
the finish line. But as stunning as the visuals are, 
they thankfully do not compensate for any lack of 
control, gameplay or features, as is the case with 
other racing games of late. 

Need For Speed III: Hot Pursuit is striving to add 
a new element to the PC arcade racing genre that 
has to this date been practically unheard of: 
exceptional Al. The game offers computer con- 
trolled opponents that are not just empty hunks of 
metal which drive without flaw; they have person- 
alities, and if you piss them off they seek revenge 
and sometimes fall behind because of it. They 
make mistakes, misjudgments, and even end up in 
rather nasty collisions of their own. Continue to 
bump into and pass one particular driver and he'll 

do his best to return the favor. 
Soon enough, you'll be cursing 
the computer players as they con- 
tinually bump you off the road, 
and winning the game becomes 
The PlayStation has had its own version of NFS 
III for some time now, but those waiting for the PC 
version will likely be glad they did. Although it 
appears that the courses are identical, the PC ver- 
sion has many exclusive features, least of which 
are its unique modes of play combined with its 
multiplayer options. The game includes single race 
and tournament modes, but what could amount to 
the most outrageous fun ever had in a racing 
game is the Hot Pursuit mode. Chase down 
other human opponents in an incredibly power- 
ful pursuit vehicle, and enjoy the satisfaction of 
handing out tickets to your friends. Potentially, 
this game can be played over and over, with just 
as much enjoyment each time. And we expect 
the final product to be even more inviting when 
it is released this fall. Q 

////// re tun 


jfou?re in the 10th frame 1 
there's a bucket of sweat 

dripping off your brow 

and this shot is worth 

way too much money 



• •• 

Brand new Brunswick Skins Game format 

Multi-player up to 6 players 
13 Brunswick ProStaff 1 " Bowlers 

Intelligent bowler and crowd reactions 

State-of-the-art physics engine for 
unbelievably real pin action 

Cosmic Bowling" 



Coming in September 

Playstation preview 

<? : .:3WJT< 


By Dave Halverson 

I can pretty much 

you've never played a game 

study on the result of smoking crack and 
developing a video game. In Psybadek you 
play as the "Manga inspired" (they look more like Bebe's 
kids to me) Xako or Mia. Your goal is the eminent rescue of 
your friends from the evil clutches of Krakken and his 
henchmen (they always have henchmen!). Throughout five 
worlds (Ice, lungle, Desert, Under and one other) and 50 
zones you'll perform a broad range of tasks such as pivot- 
ing on an ice cap while shooting penguins, corralling "cac- 
tus cattle" into a pen, dodging huge rolling chunks of 
earth, performing aerial stunts, shooting or bouncing on a 
twisted assortment of enemies, negotiating slippery plat- 
forms, and, of course, fighting nasty bosses. Psybadek is 
definitely not the downhill racer 1 expected (in light of the 
shots I've been gazing at for the past 18 months), but I'm 
inclined to say that this is a good thing. The coursebound 
hover/snow boarding genre is adequately filled. 

Currently, while the game does exhibit some fresh ideas, 
it has a long way to go before it's ready for prime time. The 
control is pretty loose (although doable after some train- 
ing), the collision is all out of whack, and the engine falls 
victim to the worst clipping I think I've ever seen; poly's 
drop out all around your character almost every step of the 
way. On the plus side, the action is extremely fluid, both 
the art and graphics are superb, the effects look Psygnos- 
elicious, and the music is incredible. Funkiness aside, I 
have high hopes for Psybadek. Having spoken with the 
head cheese at Psygnosis leads me to believe that they're 
putting some marketing muscle and serious coinage 
behind this title. If they button it up right, Psybadek could 
be their next big PlayStation title following Colony Wars 
and G-Police, the last two bonafied hits from the busiest 
software developer in the industry. 

Psybadek is Negcon and Dual Shock compatible and will 
be available this winter. I'll see you back here with a review 
as soon as we get a final, f 

When it comes to the Adventure/"Hoverdek" 
Racing/Platforming/Shooting genre, 

Psygnosis' Psybadek is the clear choice. It's also the 
only choice. One of the more peculiar games I've 
played (anyone remember Cosmic Race!), here's one 
that will draw comparison from no other. When 
Psybadek hits the streets, the end product will either 
be a revolutionary new gaming experience or a case 



like this before 


Xako between two warps, pivot- 
ing on an icy plateau shooting 
penguins and taking aim on a 
pork roast! 



^1 ? 


interactive • available fall 

layslalion preview 


Take a mad roadtrip through hell! 

Crush all wheeled opponents with fiery weapons! 

Let's face it: Beating down a freaky ensemble of vehi- 
cles with your own missile spewing abomination real- 
ly is a great feeling. You're faced with manic driving, mul- 
tiple ruthless opponents, loads of weapons (each with 
unique functions), and a constant need to re-assess your 
chances of survival. So essentially I see vehicular combat 
games (when they're good) as the ultimate amalgamation 
of strategy, beating up, and blasting. Twisted Metal 
pumped life into the genre back in the day, TM2 was good, 
and Vigilante 8... well, you know how much I like that one. 
The creators of Twisted Metal, Singletrac, have yet anoth- 
er offering in the genre before the release of TM3, titled 
Rogue Trip. And although I admire the clearly defined 
objectives and themes for each level, I get the impression 
Rogue Trip is pushing the PS beyond its limits at times, or 
perhaps Singletrac's designs are too ambitious. 
Regardless, the game has some very good ideas. 

Most games in this genre don't offer the kind of struc- 
tured gameplay that people crave. V8 included a light plot 
line complete with objects to protect or destroy in each 
level, depending upon which Vigilante gang you were dri- 
ving for. In Rogue Trip, you control Auto Mercs who have 
no particular alliances. Instead, each driver and vehicle 
combination attempts to round up tourists, taxi them to 
specific "photo-op" spots in the level (indicated by a 
flashing dot on the map), and hang around just long 
enough for a photo to be taken. There are typically up to 

a half-dozen of these photo opportunities, usually locat- 
ed in close proximity to landmarks such as the Lincon 
Memorial in DC. This play mechanic is prevalent through- 
out all levels, but you still have to destroy your opponents 
to advance to new stages. I really like the idea of tracking 
down rich tourists and taking them to sweet spots across 
the levels while fighting off the hordes of Auto-Mercs 
looking to acquire my passenger. There's always a focus. 
I hope to be playing a more polished product when 
Rogue Trip finalizes. Right now the levels can be seen 
extremely far into the distance, which is very impressive, 
but the frame rate is taking a major dive in the process. 
This game will never feel as solid or satisfying as Vigilante 
8 - this much I know already - but its unique theme has 
great potential. ^ 

• developer vivid • publisher ubisoft • available September 

^*~ ^^^ i 

Jj0% i ^Rh^H 

V; ~ +050 

SBS '.1 

neofthe most popular genres 
of the last decade, vehicular 
racing has spawned some classic 
duels as well as a few crash 'n 
burn victims. They come in all 
shapes and sizes, from the free- 
roaming arenas of Twisted Metal 
and Vigilante 8, to the open high- 
ways of the Road Rash series, to 
the twisting tracks of Red Asphalt 
and Mario Kart. The newest kid on 
the block, 5.C.A.R.S. (Super 
Computer Animal Racing 
Simulation), will likely raise the 
bar on the trackbound racing type. 
Vivid Image begins the foray with 
one of the best racing engines ever 
seen on the PlayStation. The frame rate is 
fluid and unremitting, showing no viscosity 
breakdown among highly detailed and dense- 
ly populated polygonal theme based tracks, 
each fraught with stomach churning dips, 
drops, jumps 'n bumps. If you like your races 
long, then you're in luck - the average lap 
lasts over a minute and you can set each for 
as many as 20 or as few as three; the perfect 
balance of vehicular warfare and racing 
ensues. Following each competition, provided 
you place in the top three, SCARS features a 
choice replay feature as well. Similar to Virtua 

Racing's but even more refined, you can toggle 
cameras and drivers and create some truly epic 
views, as well as study the winner's lines and 
techniques (unless of course, you won). Set in 
the year 3000, SCARS motif is excellently car- 
ried out. The Moon Patrol meets Wild Kingdom 
fusion makes for some interesting vehicle 
design. Each racer has its own beastly attribut- 
es with a balance between performance, grip, 
and armor. Peculiar deformities abound to say 
the least. 

SCARS will be met this fall with formidable 
competition on all three platforms. There are a 
lot of alternatives in this category, so only the 
perfect mix of racing, combat, longevity, and 
graphics will make the winners circle. Too 
heavy on combat (see Mario Kart 64) and even 
the best laid plans can go awry. So far, 
S.CA.R.S. shows no signs of imbalance, and 
judging by our previewable version, the game 
is very close to completion. It's evident that 
S.CA.R.S. is being developed by gamers famil- 
iar (and probably somewhat disgruntled) with 
the genre. The PS version is the most advanced 
in terms of maxing out a given system's capa- 
bilities; however, the 3DFX version will simply 
melt your retinas. You'll be hard pressed to find 
a racer that looks, sounds, and plays this good 
on any format, f 


Can Will's beastly vehicular combat racer devour the 

The lighting in S.CA.R.S. is 
first-rate. At any time, day 
or night, on any course, 
you can switch your head- 
tights on and off... 

Select your Cup! Go for Carbon, Crystal, Diamond or Custom. In between, try 
Challenge mode to uncover hidden vehicles. In Custom Cup you decide on the 
track and the weather conditions! Have at it! 

OlVldlllWl fpi 

By Dave Halverson 

<ZZ— -' 

vw.sgrl ww\ 

'I. com 


For ordering information check out our website at 



* f 

or call 1-888-330-7525 
Coming soon to a retail store near you! 

OH I Mil lilt thlUH 

c, 1998 Second Generation Research Laboratories. Ltd. All rights reserved. SGRL, SGRL logo, 
Titans Sphere, Titans Sphere Logo and "... control the game ..." are registered trademarks of SGRL, Ltd. 


WViI w *st 


Ritual's deadly Sin has arrived! 

A day that will be remembered by many FPS fans across the country, 
Sinday has come and gone. But was the wait worth it? 

lam! The impact of the bullet makes a distinct hole in the crim- 
inal's forehead. In an instant, his eyes become empty, gray, 
and lifeless. His face falls limp and is stained; blood runs across 
his cheeks and down his neck. He falls backward and thumps to 
the ground like a rag doll. The alarm is still sounding, the bank is 
yet to be secured, and three more thugs are running at you with 
machine guns smoking. You hear screams in the distance, an 
explosion erupts and someone cries out "Blade, where are you!" 
That's you, John Blade, rent-a-cop extraordinaire. You are on a mis- 
sion to eradicate a bank robbery, and you are severely outnum- 
bered, but that would never stop you from trying. After all, this 
isn't reality, it is Sin, Ritual Entertainment's upcoming first-person 
shooter. And, yes, it's finally playable. 

On Sunday, July 26, 1998 a short demo of Sin was posted on the 
internet for anyone to download; it was a day that many PC own- 
ers will remember as "Sinday Bloody Sinday." The name is appro- 
priate, as the short but sweet preview requires you to kill, kill 
some more, and then kill again. It includes two single player levels 
and two multiplayer maps. Although the multiplayer maps are well 
designed and fun to play, it appears that Sin's strongest quality 
will easily be its single player experience. 
Your opponents are human and the authenticity of their actions 
is almost eerie - particularly when they die. Heads snap back, chests burst 
open, legs become charred and lacerated, and bodies toss about appropriately 
from location specific hits. Some enemies gurgle as they die, others moan or 

The realism and graphic detail in the Sin demo is 

immense. Those who fear the sight of death will want to 

steer well clear; the depictions of death are unsettling. 

A billboard (left) was once perched high above, 
but after sending some lead its way, it plummet- 
ed into the skylight below. A safe hidden behind 
a painting (below) reveals plenty of cash and 
two boxes of Ritual's Scourge ofArmagon! 

I i . t ; 
r ' I l 

whine. Their weapons fly out of their grasp as they fall 
to their death. You can even strip the armor off their 
carcasses. Blood sprays onto walls and floors, bullets 
leave marks, dust sprays from the walls when hit. 
Walk up to an ATM machine and logon; enter the right 
code and you can even illegally transfer money into 
your own account. Walk up to a computer terminal, 
change security access levels and open doors, or go 
to a DOS prompt, run a DIR and execute programs. 
You can even use a pay phone if you have the right 
amount of change. If you shoot a billboard outside of 
the bank, it will crash through a skylight window and 
cause the room below to flood. 

Your adversaries are much smarter than your aver- 
age Quake thug because the Al in Sin is well 
advanced over any of the currently available FPS 
games. We're all used to walking into rooms filled 
with several enemies, but after playing a game for a 
while, it is very easy to predict how they will react 
and, thus, the game becomes more target practice 
and less thinking. Sin's enemies often react different- 
ly to situations. One time they will spread out, anoth- 

~ j: . 





er they will come at you with brute force. They will chase after you wherever you 
go, even through doors. 

The first level of the demo requires players to man a rather large machine gun 
from within a helicopter and take out the enemy fortifications located outside of 
the bank - certainly a fresh way to start an FPS game and not exactly what one 
would expect. But once you successfully eradicate the gun emplacements and 
make your way into the bank, the enthralling level of realism and interactivity 
described above will consume you. But as intriguing as the demo is, it is far too 

hort, and boy does it ever leave you hanging. I cannot recall any demo that left 
this high and dry since the Final Fantasy VII demo. One thing is for sure: 

^n we receive our first complete version of Sin, productivity for many of us 
wm likely take a cliff dive. 

Sin's multiplayer action takes the frag test to new levels of realism! 

Included with the demo are two multiplayer 
maps that are highly original and a blast to play! 

What separates Sin's multiplayer deathmatch mode from its competition is its 
realistic environments and diverse gameplay. Can you think of a better place to 
snipe than an abandoned city street filled with skyscrapers? Climb to the 
rooftops of towering buildings, crouch down and zoom in on the avenues below, 
watching as other sinners battle each other. If anyone pauses for a mere sec- 
ond, you can pick them off with one precise blow to the skull. But Sin death- 
match includes specific body armor that can be worn to protect your head, 
chest and legs from damage. If your foes are well protected, it will take more 
than one direct hit to take them out. The amount of work that went into Sin's 
multiplayer mode is evident, but don't take my word for it - try it for yourself. Q 

the dragon 

by Dave Halverson 

nee in awhile, for one reason or another, be it fate, the stars 
aligning, or whatever, two events happen simultaneously: peo- 
ple get truly inspired and at the same time actually get the freedom 
to see their inspiration through without intervention. The result is 
always a classic gaming experience. Such an event has transpired at 
Insomniac in the case of Spyro the Drogon. When the game of the 
year awards are presented, Spyro will likely waddle up to the podi- 
um more than a few times. The team at Insomniac developing Spyro 
have in some capacity worked on Disruptor, Sonic 2, Kid Chameleon, 
Wild 9, Aladdin, Lion King, Hercules, Black Dawn, Treasures of the 
Deep, Toy Story and Gargoyles, to name about half of the games to 
their collective credit. It's safe to say that they are an experienced 
crew. Together they have embarked on what will surely be the next 
big thing out of the Sony camp. Like RARE for Nintendo, Insomniac 
will join the ranks alongside Naughty Dog as Sony's big guns in 
America. Sure to become legendary among not just gaming circles, 
but all forms of entertainment, Spyro the Dragon grows on you (and 
anyone who happens to be in the room) in about ten seconds. 
Banished from five dragon regions to the dragon junkyard, the 
■eakish Gnorc-Gnasty has carried out the most evil of tasks and 
frozen all of the five families of dragons and turned their 
vast gem collections into willing minions. Not the smartest 
Gnorc on the planet, Gnasty did manage to miss one drag- 
on who happened to be playing hooky on that fateful day... 
Take everything you like about mythical characters like 
dragons and wizards and the dreamy worlds they inhabit, 
combine them with the best 3D engine ever displayed on 
the PlayStation (along with truly inspired gameplay), and 
you can begin to imagine how attractive a motif and game 
Insomniac have developed around Spyro. There's some- 
thing about the way that this cute yet fantastical dragon 
goes about his business freeing frozen captives, chasing 
down hooded thieves and evil rogues, and gliding almost 

When Spyro saves a captive dragon, gameplay hints and objectives 
are revealed through inspired narration. 

Spyro can spin these cannons and then fire them to uncover hidden 
gems or take out enemies from afar. 

magically through brilliant gleaming 
skies that I just can't get enough of. I 
don't think I've been as instantly enter- 
tained and intrigued by an original 
character since Sonic and Crash. Of 
course, I love critters. On a charisma- 
graph, Spyro smokes Banjo (and 
Kazooie) and just about any other I can 
think of. Spyro is narrated by the guy 

who does the Taco Bell Chihuahua (of course, in a different dialect), and 
the music was composed by Stewart Copeland (of the Police). Much 
attention was paid to the audio presentation. All of the dragons in Spyro 
speak once he frees them, and they do so with Disney-like resonance. 
The music is the best I've heard from an American game this year. It not 
only conforms to the levels, but seems to add a magical quality as well. 
Speaking of magic qualities, when you take flight in StD, if you're pas- 
sionate about games, this will go directly into your book of memorable 
moments. The effects, too, are stellar all around, but especially during 
Spyro's breath of fire: Blow flames against a wall and they'll actually 
bank off with flying sparks and gentle smoke. The game is connected 
through host arenas - Artisans, Peacekeepers, Magiccrafters, 
Beastmakers, and Machinists - which branch out into the games actual 
levels. The host arenas are quite large themselves (and you can see al 
the way across them) but they are dwarfed by each level (of which there 
are 30). Almost every time you think rounding the next corner will reveal 
the level's end, it opens up into a whole new sector. It's really spectacu- 
lar in size, and the integrity of the textures for a free-roaming 
PlayStation game are unprecedented. 

Spyro himself is master of many moves. He can charge, breathe fire, 
roll over, glide, and super charge. Using the analog 
wand, his regular trot is cool, but you can also slow 
him down to a prance. The animation is beautiful. 
Special doesn't begin to describe Spyro the 
Dragon. Games like this will fuel the PlayStation all 
the way into the year 2000. Cue the music... f 

playststion preview 

A challenger for MBS? Perhaps. 

For those of you who are new to the Tenchu scene, 
this is Sony Music Entertainment's 3D stealth assas- 
sination action adventure set in feudal Japan. Starring 
Rikimaru, leaderoftheTohinin clan of ninja, and Ayame, 
an orphaned lass raised in the ninja society, Tenchu is a 
seven-level journey through the shadows of towns, 
forests, caverns, and vast shogun fortresses. 

Comparing Tenchu to Metal Gear Solid is now 
inevitable: Both feature a stealth-type theme. Tenchu, 
however, is more of a patient gamer's game. For 
instance, you might find yourself crouching at the edge 
of a roof for several minutes, tracking a patrolling 
guard. He eventually turns his back, you drop from your 
perch, run up silently behind him to within a breath, 
then slash his throat from ear to ear. Or perhaps you'll 
find yourself in a compromising crevice between a lava 
flow and a boulder. A lumbering masked guard in the 
distance has no idea that you're right there, but it does- 
n't matter because you can't get close enough before he 
sees you. The solution? Quickly drop one of your items 
- perhaps a bowl of food - back-flip out of the way, and 
then roll backwards, right back into your handy crevice. 
As he turns to inspect the noise, he pauses to take a 
bite from the dish you've left. Suddenly the poor fool is 
violently choking on the poisonous substances mixed 
into the meal! Seize the opportunity. A running pounce 
and you're all over the helpless poisoned guard, vis- 
cously popping his bones out of their sockets ("pop, 
pop!") in a half dozen different places! MGS wilt be a 
much better game, period, but Tenchu has the attractive 
ninja theme going for it despite many flaws. 

I still believe that the Tenchu experience (when 
played correctly) is engrossing and rewarding. U.S. 
players should definitely play through Tenchu and enjoy 
its many positive features. We'll tell all in the review. 

.ike Griffin 


Ninja hide, seek, and slash 

Through huge feudal Japan environments J 



Use of this CD will cause 

smoke and flames in most computers. 


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Mini? Maj/'c Productions is a division of RMC Interactive 

1753 Northgate Blvd. Sarasota, FL 34234 1.800.762.6443 

NHRA Drag Racing was developed by Tantrum Entertainment • 1998 Tantrum in 


By Brady Fiechter 



m m "m 

ipeout was wickedly fast. 
Wipeout XL was even 
faster. Now Psygnosis are bringing this 
blistering series to the Nintendo 64, and whether their 
ultimate goal is to make the third Wipeout even quick- 
er, I say forget about it - it'll never happen. 

But who cares? As exhilarating as it is to take the 
devilish dips and turns of Wipeout 64, whatever 
improvements are intended to be made 
for the final version, an increase in 
speed needn't even be addressed - the 
game is as intense as any racer possi- 
bly could be. 

If the team wants to focus on improv- 
ing Wipeout 64, it needs to work on 
cleaning up the horizon line that seems 
so ready to magically pop into view in 
rather large chunks of track. At least 
there is no distraction in this and other 
minor graphical hiccups, which are 
actually few and 
far between; the 
game is coming 
along beautifully. 
But if it is to match 
the consummate 
performance of 
Wipeout XL, every 

little detail should be cared for. 

Psygnosis seem pleased with the progress of 
Wipeout 64 and is confident that the final product will 
be everything we would come to expect from a game 
carrying the auspicious Wipeout branding. For once, 
this confidence escapes the typical bravado, throwing 
away the inflated talk with tangible evidence of a 
luminous product. The skeleton of the original 
Wipeout seems to be housing Wipeout 64, lending the 
game its desirable essence. But understand that this 
is not a port or casual update meant to grant Nintendo 
64 owners a peak into the matchless Wipeout circuit; 
it is an entirely revamped game designed to utilize the 
N64 hardware: track architecture has been built from 
the ground up, weapons systems and vehicles have 
been redesigned, an impressive new soundtrack has 
been created. 

While Wipeout 64 is restructuring and drawing off 
key elements of the previous games, the most signifi- 
cant changes are seemingly being made through the 
track design. One of the standout tracks winds under- 
water, housed by mammoth steel beams enclosed in 
glass, around which fish will be placed to swim in the 
final version. It's an awesome environment to race in, 
one of six making its way into the final version. If 
Psygnosis manage to cultivate enough added fea- 
tures to compliment the track retooling, they could 
almost get away with calling this game Wipeout 3. # 


piaystation preview 


While Crystal's high-profile Soul Reaver is attracting a fair amount of attention , 
press coverage, two equally interesting games are currently in the works. Akuji 
Heartless explores the dark world of voodoo magic and The Unholy War looks set to 
take strategy gaming to an adrenaline-fueled new high. 

akuji the heartless 

At least as serious in tone as Soul Reaver, Crystal's Akuji the 
Heartless takes 3D action/adventure into the realrn of 
voodoo and all its mysterious powers. For a hint at the game's 
dark nature, look no further than the title. Akuji is literally 
heartless, having had it ripped out on his wedding day by his 
brother Orad's minions, no less. It seems that Akuji's imminent 
marriage to Kesho, the eldest 
daughter of the Grimaldi tribe, 
would create an everlasting peace. 
Orad thinks that peace stinks. 
Now heartless, you must escape 
hell by locating your ancestor's 
spirits and using their power to 
break through to the other side. 

Played from a 3rd person per- 
spective, AtH displays another 
good looking Crystal engine. Even 
in the game's early state, the envi- 
ronments were dripping with 
atmosphere and color, with moody 
lighting effects creating suitably 
dark ambiance. In fact, Crystal 
claim that their Vertex lighting rou- 
tines actually create "voodoo 

Through a combination of voodoo magic and 
hand-to-hand combo style attacks, Akuji will 
face 14 levels of gruesome enemies and boss- 
es. Spells include demon summons, fire throw- 
ing, and a particularly tasty one where you tele- 




port into the body of an enemy and explode them. 

This juicy entertainment is coming in November to PS and PC. 


Take turn-based strategy and inject it with an overdose of fast 
action and you might end up with something resem- 
bling Crystal's The Unholy War. Taking place on a 
planet called Xsarra, the native Arcanes face 
the threat of a vicious race of cyborgs called 
the Teknos. As their species is in danger of 
dying out, they look to the resources of Xsarra to 
ensure their survival. This creates a so-called unholy war, the 
bounty of which is an entire planet. 
One or two players can enjoy the game's two different modes 
of play. Strategy takes place on a 3D hex map, 
with each player taking turns moving and 
building forces in an attempt to annihilate the 
other's base. Depending on which side you're 
on, you'll have access to flying cyborgs, futur- 
istic tanks, insectoids, witches and sorcerers. 
When two units attack, the game switches to 
fast paced, real-time battle arenas. Here you 
II make use of power-upsand special attacks 
n lightning fast one- 

on-one battles. In the 
Mayhem mode, you 
play just the battle 
scenes until one side's 
forces are depleted, it 
reminded me of the 
Melee mode from Star 
Control, and as it 
turns out, The Unholy War is from the creators of Star 
Con 1 & 2. Crystal hope to ship in September. 


illinium 11 1 11 1 in [j 




<\ Lara is somersaulting back, in style, for a third installment in 

I the now legendary Tomb Raider series. Developers Core 
Design were nice enough to let GR have a sneak preview of 
the game (albeit in a very early stage of development) before 
this year's E3 in Atlanta. We were excited to find out that the 
game had more in common with TRi than lR2(a better sense 
of adventure was gained in the original), primarily dealing 
with puzzle-based elements and strategies rather than full- 
on shooting sequences. Lara now travels to new, mysterious 
locations, including London's underground sewer labyrinth, 
India, Polynesia and a possible Antarctica finale. To help her 
along in this most dangerous quest, the programmers decid- 
ed she needed some more unique abilities, so they are 
including a new rolling dash attack, an all 

i? new underwater mode of transport, and 

" a quad bike. New enemies include 
eagles, tigers, cobras and piranhas, and 
all have been designed using incredibly 
detailed Al routines, which enable crea- 
tures to hunt in packs, perform tactical 
assaults and even run away when 
injured. Sounds good? Well, PlayStation 
owners can get even more out of the 
deal, because TR3 uses a brand new 3D 
engine, which allows the PS version to 
run completely hi-res and uses triangular 
polygons instead of square ones, thus 
allowing more realistic detail for ledges, 
chasms and pits. Set to be released in 
November, TR3 could be the best in the 
series. We'll find out soon enough if Lara 
has enough charm left to keep fans satis- 
fied, u 

I I 




Slowly but surely, Koei are 
becoming known for more than 
just their strategy games. Last 
year we saw the impressive one- 
on-one weapon based fighter 
Dynasty Warriors. Then in japan, 
the less successful, though still 
interesting, adventure game 

Enigma proved that they at least had the wherewithal to branch 
out even further. Now, for their first N64 game, they reach even fur- 
ther, with something in the making that bears a passing resem- 
blance to that frothing game orgy that is Metai Gear Solid. 

In WinBack, you play the part of jean-Luc Cougar, a member of 
S.C.A.T. And no, it's not what you're thinking. It's "Strategic Covert 
Actions Team," and their mission is to handle incredibly volatile situations with stealth and cunning. In this particular case, that 
volatile situation revolves around an incredibly powerful orbiting laser and its hidden control center. Naturally, this new weapon 
falls into the wrong hands - a terrorist group calling themselves the Crying Lions. Playing from a third-person perspective, jean- 
Luc will supposedly have over 350 unique actions at his disposal, including the ever popular sniper sight. Like Metal Gear and 
Goldeneye, stealth will play a part in the game, though just how big is unknown at this time. If all goes well, maybe N64 own- 
ers won't feel left out of the tactical espionage craze. s|= 

ONE might say it's a rebirth. ONE 
might say it's a new direction. ONE 
might even say that it's a rip-off. It's 
the redesigned Apocalypse, and it 
looks, plays, and sounds a whole 
lot like ASC's spectacular action 
shooter ONE. In fact, take away 
ONE's innovative Rage Meter sys- 
tem, its consistent frame rate, mas- 
sive explosions, and wildly original boss sequences, and you have 
Activision's Apocalypse. Starring Bruce Willis, the project was recently 
overhauled by Neversoft using their PS MDK engine. Apparently Bruce is 
"very pleased with the new direction." As mentioned, Apocalypse has 
one obvious shortcoming: chug. Taking advantage of the modified MDK 
engine, Apocalypse's environments are usually gargantuan in scope and 
complexity; however, the frame rate chugs heinously at times. Therefore, 
perks like lighting, giant structures, and manic firepower - effects that are 
invaluable to a game like this - are ruined by disappointing game speeds. 
This is more than likely due to the barrage of explosions and pyrotechnics 
on display, which are far more prevalent and intense than in MDK. 1 pray 
that Neversoft optimize the engine before release. The low frame rate is 
a big deal, right? Well, yeah, but Apocalypse is a decent shooter other- 
wise. The control system is pure Smash TV. (up, down, left, right firing 
with the buttons or right analog stick), the special weapons are pretty 
cool, and the level design is mildly amusing. I would liken Apocalypse to 
a seriously textured Robotron X with themes and levels. It won't beat 
ONE, but it will be an above average shooter. ^2 









Last year, many people were 
shocked by Koei's surpris- 
ingly advanced 3D fighter, 
Dynasty Warriors. It looked 
good, it was extremely 
playable, and the CG and 
character design were very 
appealing. The talented 
development team behind 
DW, Omega Force, is prepar- 
ing yet another strong 3D fighting contender: Destrega, Capturing the 
best elements of Bushido Blade 2, Psychic Force, and traditional hand to 
hand 3D fighting games, Destrega appears to be a hyper original addition 
to the genre. Two fighters are able to wander through vast 3D environ- 
ments while engaging in screen-filling long range missile combat or ded- 
icated hand-to-hand melee fighting. Unlike Bushido Blade 2, however, 
Destrega will focus on long range attacks using fireballs, streaking ener- 
gy arrows, and various other forms of psychic and magic weaponry. The 
environments will have strategically placed landmarks to use as cover or 
bases from which to launch punishing 
well-placed attacks. Destrega ' 
offer 12 unique characters and envi- 
ronments, an involving story mode, 
and five additional types of battle 
modes. Also, like most PS games of 
late, it will fully support the Dual- 
Shock controller with analog stick 
play and those funky 
reactive vibrations. ^ 



When Armored Core was 

first released in japan last 

year, it was an impressive 

technical achievement. The 

concept of "go anywhere 

3D environments" on the 

PlayStation was still early, 

and though the textures 

and polygon seams were a 

bit rough around the 

edges, the intense battles 

and overall sensation of running 

and flying at high speeds 

through an endless 3D world 

were convincing enough to abol- 
ish any qualms. Additionally, the 

missions were highly creative, 

requiring players to use their 

brains as well as their quick 

reflexes. With Armored Core: 

Project Phantasma, ASCII is 

bringing more of the same gameplay with a host of new missions to con- 
quer. But will that be enough? 
While many gamers may initially see Armored Core: Project Phantasma 

as a sequel to the original, after playing it for just a few minutes one can- 
not help but realize that it is a mere extension. Of course, that is nowhere 

close to being a negative statement, as the original was a superb mech- 
action game with vastly deep gameplay 
and features. Being an update to a previ- 
ous game, one cannot expect much origi- 
nality, especially in the game's presenta- 
tion: The graphics engine, mission 
screens, interface, and mechs are identi- 
cal to the original game. But the 17 new 
missions are all highly original, which will 
likely make the game intriguing, at least 
for fans of Armored Core. @ 

Who would have ever imag- 
ined that there would be 
anticipation for a Playmobil 
game? Normally, there would 
be more excitement for... 
well, just about anything, but 
UbiSoft's dedication to an 
action oriented style of 
gameplay and accelerated 
graphics have taken cynics 
by surprise. The first in the Playmobil 
Action Games series, Hype: The Time 
Quest takes players into the Middle 
Ages of the Playmobil reality. Taking on 
the role of Hype, an exiled knight, you'll 
battle across time in a quest for the 
Black Knight, the evil guy who originally 
expelled you from the kingdom. A cast 
of over 50 characters will be encountered within the free-roaming 3D fan- 
tasy environment, and Hype will be able to cast spells, fly on the backs of 
dragons, and engage in puzzle solving and role playing. 

On UbiSoft's website, Alan Tascan, Vice President of Special Projects 
had this to say: "With the extensive Playmobil environments, including 
the popular castle, a lively cast of characters including magicians, sorcer- 
ers and dragons, and activities such as tournaments and joustings, we're 
predicting Hype: The Time Quest Is going to be one hot game." Currently 
on schedule for a first quarter 1999 release on PC and N64, Playmobil may 
find a whole new generation of fans. ^ 

<"i wr;. 

all-formal previews 





A movie that features a cast of 
little CG characters seems ripe 
for the old game treatment, 
and Dreamworks' Small 
5oldiers is making that pre- 
dictable trek to a PlayStation 
near you. Though our preview 
disc had the nasty habit of 
crashing upon completing level 
one, it's clear that the game 
has little to do with the film. Well, at least I don't remember any scenes 
where the Gorgonites were running around through little dungeons. 

Control at this early stage is sluggish, and I fear this may never be cor- 
rected, for this game's a background turner. When you press left, you 
basically stay in the same place while the background rotates around 
you. It's practically impossible to get a quick control response this way. 
However, your character's strafing action works well enough at this point, 
allowing for good enemy shooting. 

if Dreamworks can seriously tighten up the control, the game's level 
structure and two player deathmatch ■MM|^^^MHBJH 
modes may prove to be a great deal of 
fun. If not, Small Soldiers could end up 
as Lost World did - a technically compe- 
tent, well intentioned license that unfor- 
tunately isn't any fun to play. We'll keep 
you abreast of Small Soldiers' develop- 
ment. =1= 



Ubi Soft's seemingly abrupt rise to 
premier 3D developer status should 
continue with Speed Busters, their 
interpretation of high speed vehicular 
action said to make your muscles 
vibrate. Six different real-world loca- 
tions feature desert sand, slippery 
mountain curves, and harrowing city 
streets. Players will be rewarded for driving as fast as huma 
and, according to Ubi Soft, this is no sissy simulator game. Using money 
from won races will allow you to customize your racing machine. 

Four different game modes will greet the player: arcade, champi- 
onship, multiplayer and online. And, supposedly, Speed Busters will con- 
tain a PC first - a 3D cockpit. What this exactly means is unclear at this 
time. It'll probably allow you to watch yourself operating all the controls 
in real time. The car's exterior will show damage with scratches, bumps, 
and even parts that fall off. 

"Our goal was to create a sensory overload racing game that locks and 
loads the player Into a stimulating world of fast track environments, 
where skill and heart-pounding original rock sound tracks drive the game. 
When gamers finish with Speed Busters, every muscle should be vibrat- 
ing," said Yves Guillemot, president of Ubi Soft. 
"And just to keep things interesting, we've 
added touches of humor, pop culture refer- 
ences and plenty surprises." Speed Busters is 
coming in October for PC. =£= 

*» 1 



Attempting to put a new spin on 

the popular snowboarding 

genre, SingleTrac's Streak puts 

the rider atop a hightech board 

called a GEMBIade. GEM, of 

course, stands for "Graviton- 

Electromagnetic" and It allows 

these boards to counteract the 

forces of gravity and float. This 

forms the basis of a new, highly 

secret underground sport called "Streaking." And no, it has nothing to do 

with Ray Stevens. 

Freed from the constraints of gravity and surface, the racing action in 
Streak will take place in all manner of environments, from dank sewers 
and grungy junkyards to dilapidated carnivals and seething industrial fac- 
tories. Our early preview version had only a few of these on hand, and 
what was there was in serious need of visual tweaking. Impressive, 
though, were the dynamic features of each environment, with moving 
walls and elements of the scenery that could be knocked down. 

Though it was difficult to notice in our rough preview copy, Streak 
apparently boasts (or will boast) a physics engine that will "far transcend 
anything currently on the market." It takes into 
account mass, inertia, angular momentum, fric- 
tion, and velocity. Whether this is just a bunch of 
hyperbole or a genuine breakthrough in physics 
modeling can only be determined after looking 
at a final game. *|« 


A lot of R&D went into 
Dreamworks' Lost World 
engine, so it's no surprise 
seeing it in action once again. 
This time it powers an origi- 
nal game called T'aiFu. Set in 
ancient China, you play as a 
martial artist tiger out to 
destroy the evil Dragon 
Master and restore the natur- 
al balance to the land. 
Featuring over 100 different 
character movements and 20 
levels of gameplay, T'ai Fu 
claims to be the first game to 
combine free-roaming action 
with fighting and adventure, 

Utilizing the intriguing 
Morph-X technology to han- 
dle the character animation, T'ai should boast some good looking move- 
ment. In theory, Morph-X is also supposed to enhance control response 
by giving the player the ability to interrupt animation. Unfortunately, it's 
way too early to tell just how good the Final control might be, but combos 
come out easily enough and the Chi moves are full of flashy effects. 

Considering the game's current level of completion, it's difficult to say 
whether T'ai Fu's mix of fighting and limited free-roaming movement will 
work. But this much is certain: Dreamworks need to pay special attention 
to the control, for it's where all their other efforts have faltered, st* 




• developer naughty dog • publisher sony • available Christmas 

page 61 

With his trademark smirk, widely 
stretched eyes and thick brows, a 
quizzical bright orange bandicoot is 
sauntering down a sinuous path. As 
you may have already guessed, the ver- 
min in question is none other than the 
renowned Crash Bandicoot, but there is 
something different here. The terrain 
before him, beside him and behind him 
is not hidden behind trees, bushes, 
walls, buildings, or even fog. It is an 
open countryside, a sprawling Arabian 
city, a deep coral reef, a brightly illumi- 
nated futuristic metropolis, a danger- 
ous Egyptian tomb, a wide-open ocean 
and a partly-cloudy sky. And within 
some of these environments is a much- 
desired breakthrough in technology for 
the Crash series, the ability to roam 
about freely. The game in question is 
Naughty Dog's Crash 3: Warped. 

Playstation preview 

page 62 

Crash 1 and Crash 2 both took place across simi- 
lar territory, but with the help of some innovative 
technology, most of the worlds in Crash 3 are all 
visually fresh. Jason Rubin, the mastermind 
behind Crash, explains Naughty Dog's goal for 
Crash's next chapter: "We wanted to change the 
backgrounds of Crash so that they were obvious- 
ly different. After Crash 1 and Crash 2, the only 
way to tell the difference was whether you were 
unfamiliar with the environment or if it looked 
similar but was a little more detailed, then it 
would be a Crash 2 level. In Crash 3 we want peo- 
ple to look at a level and say, 'hey, now that's got 
to be Crash 3'." 

That is exactly what Naughty Dog have done. 
Crash 3 still looks remarkably beautiful for a 
PlayStation game, visually surpassing everything 
other than its own predecessors. The colors are 
still incredibly vibrant, the textures are meticu- 
lously detailed, and the frame rate is better than 
ever. But for reasons stemming back to the 
game's plot (Crash travels through time), many of 
the environments he encounters are hardly rec- 
ognizable. The free-roaming engines in Crash 3 
(the let Ski engine and the flying engine) are 
totally different from previous Crash levels: they 
don't look or play like any of the previous envi- 
ronments and the fact that the camera can follow 
you in 360 degrees provides a totally new experi- 
ence. The millions of Crash fans across the globe 
will surely be ecstatic with the results. 

tecs*-- -■,.— 

A di 

and immensel] 

Move about freely as your 

Jy as yoursoar through 


Crash 3: Warped features wonderfully original vehicles that breathe new life into 


Crash's world. 


— f 

, , .,. 


— — — 

page 63 

PlayStation preview 

You cannot help but think of Wave Race when you first expe- 
rience the jets Ski levels in Crash. This isn't a flat inanimate 
plane - it is water. A ton of polygonal waves undulate and 
ripple in a way never before seen on PlayStation. 

But just because Crash's surroundings 
will be drastically different from what 
we have previously experienced does- 
n't mean that he's up against a new 
adversary. Cortex is back again, but 
this time there is a greater evil. Aku 
Aku, the witchdoctor responsible for 
the mask that flies around and pro- 
tects Crash, has a twin brother, Uka 
Uka. Just as Aku Aku's mask shields 
Crash, Uka Uka's strengthens Cortex. It 
has its own spirit but when Cortex is 
wearing it, the mask is "Cortex pow- 
ered" and your nemesis gains extra 

While Crash 3 retains the crystals 
and gems from the previous games, it 
also adds a new item into the mix: the 
relic. Once you have collected a crystal 
from a level, a time box appears, 
which, when broken, sets off a timer. 
With the clock ticking, your objective is 
to get through the level as quickly as 
possible. If you beat the best time, ini- 
tially owned by the boss of the warp 
area you are in, you will receive your 
first relic. Jason explains the relic sys- 
tem in detail: "There are three levels of 
relics: Bronze, Gold, and Platinum. 

Bronze is going to be the one you need 
to get a relic and gain a percentage for 
completing the game. Gold is the one 
you need to say 'I'm better than even 
bronze.' Platinum is the best score that 
anyone in the Sony testing division, or 
at Naughty Dog, or any of the editors 
have gotten during the beta testing of 
Crash. If you beat the Platinum, you 
know you're good. If you get all 28 
Platinum relics, you know you're prob- 
ably the best on the planet." 

It is hard to believe that any game of 
such rare visual beauty could ever 
receive criticism. Evidently Crash 3 wilt 
once again introduce cutting-edge 
technology to the PlayStation, but the 
playing experience does not diverge 
from previous Crash games enough to 
warrant it a revolutionary mark. But 
then again, Crash 1 and Crash 2 are still 
topping the charts. Obviously, there is 
something that people will want to 
return to, but Naughty Dog also want 
Crash 3 to be a new experience. For 
them, that meant some sort of new 
technology. For us, that means another 
greatly improved Crash adventure. O 

As Crash 2 did, Crash 3 takes the number of moves to a higher level. Stunts such as 
the super belly flop (A), a more powerful version of the belly flop); the double jump 
(B), which allows Crash to jump far higher, the super tornado (C) allows Crash to spin 
for a few seconds; the ability to run (D); and a laser-sighted Bazooka (E), which you 
will need to beat Cortex. You'll need to go back to previous levels and use your spe- 
cial moves to complete tasks that were previously unattainable. 



t's only a demo, just a demo disc included with the 
Japanese version of Square's Brave Fencer 
Musashiden. I really should be playing Brave Fencer, 
not this mere one-hour long demo. That is what I tried 
to tell myself again and again while playing the pre- 
view of Final Fantasy VIII. But it didn't stop the hair on 
my arms from sticking straight up as I gazed at the 
beautiful CG intra, witnessed the brilliant battle 
sequences, relished in the wonderfully detailed pre- 
rendered backgrounds and tensed as a quadruped 
mechanical beast charged after Squall Leonhart 
through city streets, across a beach and back into the 
aquatic craft that he first arrived on. Yes, the FFVlll 
demo is a mere spec of what is to come, but it is unde- 
niably a remarkable experience. And I expected that to 
be the case. 

What is surprising is how much the Final Fantasy 
series has matured. Seriously, there is nothing at all 
cute about this game. The polygonal characters are 
very profound and correctly proportioned, facial 
expressions reveal passion and intellect, and the ani- 
mation is representational of reality - resulting in char- 
acter personae that are clearly defined through both 
visual expression and actions, not just through dia- 
logue. This transfiguration of visual style and tonality 

is an important evolution for Square, 
destined to push the console RPG 
genre closer than ever to older audi- 
ences. But even so, the demo also 
makes it evident that the final game 
will remain well rooted to its founda- 

The battle system, spells, and story 
all reflect the marvelous appeal of 
Square's undying FF series. Stunning 
limit breaks, magnificent summon 
spells (an ability now called Guardian 
Force), and a familiar list of items are 
all back. The game's music is again composed by 
Nobuo Uematsu and retains the same illustrious 
orchestral quality of previous FF games. But FFVlll is 
once again in a different place, at a different time, and 
debuts a host of fresh characters to act out a new, 
more passionate plot line. Experiencing the 
demo reveals one certainty, Square's eighth 
Final Fantasy adventure is going to be anoth 
er masterpiece of gaming, and we will all 
experience the same dramatic anticipation 
until it is finally released in Japan later this 
year - if it stays true to schedule, that is. ^^ 


Ml vaults into the air and GhargesMM 

J* 4 ,s7 — 

r xa-,1. !53 
, 7,7 2« — 



The battle system employed by FFVIII is similar to FFVH's, 
but it also introduces several new concepts. The time 
based active battle system is well intact, as each charac- 
ter must wait his turn based on a meter that fills over 
time. Graphically, the attack sequences remain spectacu- 
lar to watch. As in FFVII, the camera often pans in on the 
action at just the right moment, adding an incredible cin- 
ematic sense to the action. The detail in the textures is 
also very impressive, once again providing a more 
authentic sense of realism over the goraud- 
shaded look of the original. With no concept of 
materia in FFVIII, the menu system in the demo 
seems less complicated than FFVH's, as it does 
not appear to ever change. There are four com- 
mands for each character: Squall and Zell both 
have Attack, Magic, Draw and Item commands. 
Rinoa cannot use Draw spells but instead uses 
the awe-inspiring Guardian Force ability. 

A normal attack utilizing whatever weapon currently 
employed. The demo hints at a system of combo 
attacks that can be used with various weapons. When 
Squall attacks with his GunBlade, pressing the Ri 
button just as he strikes causes an extra powerful 
blow and the dual shock pad to rumble. The damage is 
considerably more extensive than a normal hit. 



The magic system in FFVIII departs from most other RPG's in that 
it does not depend on MP that can be replenished. Each spell can 
fee cast once and is thus expelled. Thus, magic must be stockpiled 
and used strategically. It is likely thatfspells will be purchasable or 
found hidden throughout the game", but it is the draw technique 
that seems to be the most effective avenue for learning new abili- 
ties. ' w 



The most powerful magic In FFVIII is dual shock compatible anaessentially t 
replaces the Summon spelts from past FF games. Only one is available in the 
demo, Leviathan, and it is very impressive to watch. But it does take about 45 sec- 
onds to execute, so it should not be used when time is the essence. When cast, the 
spelt must charge before*lt actually executes, during which*gjTy damage received 
by the caster will be reflected onto theGuardian Force. In the demo, only one char- 
acter, Rinoa Heartilly, has the ability to use the Guardian Force spells. But expect 
that to change in the final version. 


When Squall or Zell are badly hurtar continually attacked, they can utilize a spe- 
cial attack similar to FFVH's limit breaks. But the immense power and graphic 
depiction goes well beyond anything seen before. With the GunBlade, Squall's 
limit break is interactive: When executed, a bar representing the progress of the 
attack is presented with several triangular markers that depict key attack points. 
If players hit Ri as the meter reaches these markers, the bar changes color and the 
impac$. intensifies. Tougher opponents will have to face limit attacks that are more 
powerful and thus suffer more damage. ^ 



*Tptaw allows g character to steal 
t magic spelts, whether new or already 
employed. When selecting the com- 
■mand, players can pick the enemy 
they want to draw magic from, seleft 
which magic they want to take, and 
K,then choose whethefthey want to use- 
it immediately agairist the enemy or 
•ep it for later. Like the Enemy Skill 
mat&ria in FFVII, this will also allow 




typs just s bit loo confident. He is cur- 
rently s member of The Bsrden, a military 
training sshnoi lor the youth, tut tie is 
aspiring to join the elite branch SeeB, an 
w ol superior hghters that 

ft! ' aliens as they erupt. 

is armed with 
impressive GunBlade, a bizarre sword, 
that is said to have incredible powers. 

Signified by an eccentric tattoo along his 
loft cheek, Ml is just as cuntident as 
Seuall but is apparently reluctant to dis- 
obey orders. He teods to lose his temper 
suits ofteo aod shows it in his actions; 
he'll punch the groood when 
Highly skilled at hand-to- 
hand combat, his powerful punch is great- 
ly augmented by his weapon of choice': the 
Fist Gauntlets. 


Mysterious and curiously sulci, Hinoa 
possesses the Guardian Force ability 
throughout the demo. She doesnlso moch 
as utter a word unless spoken to, but her 
long lis! of magic spells and healing abil- 
ities make her essential to completing the 
demo, like Yuftie from -FFVII, she throws a 
weapon in battle, the 

does not have a limit attack, but makes up*- • 
lor it with the ability to summon the mighty 

Seller tends mlake the meaning oi com- 
\j0tiveness to a new high. He is impetu- 
ous, impudent, and very impatient. His 
thirst tor combat is only surpassed by his 
unduly high sell-esteem. Mile he is not a 
member your party, he plays a key rote in 
your mission and was apparentiy respon- 
sible lor Souall's military training. It is 
likely that Setter will join your parly some- 
time, later in the actual game. Notice the 
sear across his lace; it is curiously simi- 
lar to the marking that Ssuali wears. 4 

Apparently, iaguna was once a soldier and 
attended The Garden, but has since retired 
to become a journalist. It has been said 
that FFVIII may have cross-dimensional 
travel. Perhaps Iaguna is a character Irum 
one the alternate dimensions in the world 
of FFVIII. Hegardless, we expect him to 
play a major role in the FFVIII saga. 

Playstation feature 


page 66 

& Test nf Strength, Cmirage anri Discipline 

(s Squall contemplates his neximove, he dreams of being a member of the elite, 

* But h p. hasmuchm nm In far.n than S ali/ariian soMMM 

Only the gifted, dexterous and fearless can join the SeeD 
Special Forces division, but that doesn't matter to Squall 
Leonhart. He is bright, bold and far too ambitious to settle 
for anything less. A member of The Garden, a co-ed military 
school for children to young adults, he opted to take the 
trying SeeD entrance exam and seek a life of continuous 
danger. His big test is about to begin. Along with compatri- 
ots, Zell and Rinoa, his mission is to help secure the central 
plaza of a nearby coastal town currently under siege by the 
Galvadian army. As he approaches the remote land, Squall 
is confident he will gain his degree - perhaps too confident. 
What lies ahead is far more terrifying than what he ever 
could have imagined. 

Squall, Zell, and Rinoa rendezvous with 
Seifer just as they arrive on the beach. 
Seifer's hot head and desire to fight is 
immediately apparent., and so is 
Squall's inexperience as he tends to ask 
too many questions. As the four Garden 
members make their way towards the 
plaza, they encounter relatively weak 
Galvadian Soldiers. 



■ S„ 

PBrsnnalitins cla sh, nnnflints arise, anri a can inn saves ynurliffiz 

Once you make it to the plaza, you will 
encounter an intricately animated gold- 
en retriever, and it is evident that Seifer 
hates dogs as he kicks the pup several 
times while it begs for his attention. The 
dog ends up saving your party as he 
warns you of approaching soldiers, giv- 
ing your party time to duck out of view 
as they march by. 

"(Pma w nswn/fA/-" " : 

Against orders and much to Zell's dismay, 
Seifer convinces Squall to follow the 
Galvadian Soldiers and secure the EM 
Tower on a nearby mountain peak. This is 
where you learn that Squall received train- 
ing from Seifer and has a very high opinion 
of his fighting skills. As your party makes 
its way up the mountain, the adversaries 
become much more threatening. 


easiest lees in the tern. They ere easily etatii- 
ealeti milt normel elteelis; however, Iky mate a 
geeti seerce el noorishmeot lor year imenmry of 
magic abilities Use year Craw commands to 
assets seme spells Srsl, ten go mr lie Ml. 

HP: 105 

MASK: 12 

MUSIC Of F.:l 1 

I 0EFENSE:5 1 1 ffiJMM I 




fire. Cure 

Willi a normal hit, 
il is litely mat yoo Hill receiie a loonier mask 
Magic attacks are highly recommended, hut using 
yum draw command win) al least una early mem- 
ber is highly recommended. 

HP: 400 


I Sma:20 1 1 MUSIC Iff.: 2 I 

0EFEHSE:10 1 1 »BIUn:25~ 


mas spells: 
Thornier. Blimri 

Leaking more like a eimheel than a minus 
beast, Buel spins his way into yoor path. Put 
beneath the melien blot is a rancib winged ser- 
pen wilh some nasi) spells. But with a mere BO 
HP, he is relatively easy to lama. 

MUSIC: 21 I 

fflACK: , 







To heel Mesmerize, break his burn with ourmal 
attacks First. Suing so will invalidate his primary 
weapnn anil lem him ilelenseless. II yen warn 
In finish me light quickly, attack him wilh magic 
but lay drawing a lew Oouble spells hrsl. 

HP: 210 

l l MUSIC: 20 I 


I BtFimtis ll mim-.m I 


Fail of Phoenix xl 


Fire, Curs, Mile 

■ :■*■ 



■ t 




An altercation then occurs 
between Biggs and Seifer: 
Seifer uses his sword to pick 
up Bigg's computer and throws 
it to the ground, and a battle 
ensues. But Biggs and Wedge 
are the least of your party's 
troubles as the first boss, 
Elviore, enters the scene. 

A ksprxtf. Aim is jfirnr lust hnpe far survival! 

1 / 


After defeating Elviore, a soldier ofDollet then 
arrives to inform you that your squadron wilt 
be evacuating the area in 15 minutes. As you 
begin to retrace your steps, a second boss, X~ 
, ATM092, begins to pursue you as the clock 
ticks away. When battling, the boss will 
become weak and drop to the ground giving 
your party time to turn and run. Between bat- 
tles, keep running and don't look back. If you 
are quick enough, you will only have to fight 
the boss three times before Sqall's glorious 
escape sequence ensues. If you don't make it 
before 15 minutes time, it is game over. 


\ \ 

; 4\ 

Mils Biggs sltempts to lit ffl EM loner, Weige 
mm tiira ol 3 "heesl-tike sin/on" ttist rns 
seen near llis am' leiels oltk tarn. Weiss 
joins Biggs io s kale against year potty, oat is 
essentially as help when Eliiote appears. 

HP: BOB If meiC:l2 

tmCK: 23 li BE 

oefehsej ll mum 50 


Paling x 1 

fits, Slia 

Ussigoei to fix lite tomr.-Biggs rslnclanHy onto- 
plies hoi Una's hiwsell in an uoexpecleb straggle 
es you cross paths mth him a! Ihe tower's orsst. 
Us lltinre appears, Biggs soil "Meigs are whiskei 
by tho beasts luraaiia blimti spell. 

HP: 210 

MGIC: 12 




4 iemonis m'ngei beast that iessenis opoo yoor 
battle with Biggs sni Weige; Flwre is a lone to 
reckua mth. Satptisiogly, be is weak against nnr- 
ntal attacks. Try Io use Soaall's OonBlaie cotabo 
attack ani ham plenty ol Care spells resiy. 



I mm: 27 ~1l MBICBEF.nn 



Tail of Pbneoix x 1 

Fire. Blimri Core 

1-MM002 is virtually uastuppable by your party. 
Met absorbiag merit attacks, il mil loner to 
lbs groooi in a weakenei state. Met seeing lbs 
message "Let's beat it!", press Ihe B2 aoi 12 
baltoas simallaaeaasly aoi keep running. 

HP: ? 

MUSIC: 19 



Tail ol Phneoix x I 


Fire. Tbunier. Cure 






68 • developer bungie • publisher bungie • available Christmas 


The bloodbath continues in Bungie's setiuei to 1997's RTS game of the year'- 

Shown off to much of the press for the first time at E3 '97, Myth 
turned many heads and drew huge crowds. Dwarves with attitudes 
twaddled through blood-soaked battlefields shouting "Make a hole!" 
and tossing molotov cocktails, crazed Scottish swordsman clashed in 
grand fashion, rotting zombies roared and self-destructed in a wet 
shower of poisonous pulp, heads rolled, limbs flew, guts spewed, and 
blood poured. The environments were stunningly depicted in 3D, the 
ioew was isometric, and the game looked like tremendous fun. Was this 
^rmftherreal time strategy title? Was it an action title? One thing was for 
"sure: it was something fresh and highly entertaining. 

The game was released later that year and has since enjoyed a 
Wealthy collection of accolades and awards, but now Bungie are 
(preparing Myth If: SoulBlighter, and they plan on taking the 
gerience to a level that will surely please their existing 
fans, but also expand upon the game's current pop- 
ularity. I spent a day at Bungie's San Jose studios 
and chatted with Doug Zartman, their veteran 
Director of Publicity, about the sequel. 

Much has changed since the original game ended. Doug delineates the 
continuing saga: "Essentially Myth II starts about 60 years after you've 
thrown Balor's head into the great devoid, and as you saw, SoulBlighter 
took off in a swarm of crows. After Balor died, most of the other Fallen 
Lords fell apart, they were all under his power, and with him dead they 
scattered. Most of them were hunted down by Alric and his armies, 
although not quite all of them. SoulBlighter basically hid out and bided 
his time looking for some opportunity to come back and try to finish the 
work of destroying all life and ruling over the devastated lands. At the 
beginning of SoulBlighter, basically the kingdom is at peace, Alric is 
king and all of the armies have stood down. Alric starts getting reports 
of disturbing events happening in certain fringes of the kingdom and 
some of the outlying villages, and reports of grave robberies and brig- 
ands coming out of nowhere and attacking villages. So the player is 
sent out in the first two levels to investigate." But as one would expect, 
the changes go well beyond a new storyline. Bungie wanted to make the 
game more accessible, more immersing and more fun. 
The improvements to Myth's graphics engine are subtle yet very inci- 
sive. Bungie wanted to submerge the player in a world 
that was more alive and filled with animation and ambi- 
ence. Birds will fly by and chirp, chickens will cluck and 
waddle about, fish splash their way through water, and 
a pack of wolves might stumble upon your army now 
and then - and attack. There will even be context sen- 
sitive BGM. Polygonal structures can now be altered 
during gameplay, and the overall frames of animation 
have been doubled. But one of Bungie's more impor- 

The atmosphere of Myth: The Fallen Lords was certainly 
strong, but it pales in comparison to the sequel. With several 
alternate environments that wilt require exceptional tactical 
abilities to defeat, Myth II should continue to keep fans of the 
original on their toes. 

■-* .--— — -— -- 


tant goals was to make Myth II much easier to play. ' 
pan right and left or rotate the play field with the mouse. A button 
panel located at the bottom of the screen is designed speciftMlly to 
improve the accessibility of most of the commands necessary for play- 
ing the game. For the many people that had problems with gesture 
clicking, you can hold down the right mouse button and easily assign 
an orientation to a group of units., an online service used 
for internet multiplayer Myth games, is doing very well, and Bungie is 
planning to enhance the multiplayer experience by including a variety 
of new locations, adding in-game alliances, and increasing the number 
of game objectives. One game type that sounds outrageously fun is 
Choke the Chicken, which will require players to protect a flock of 
chickens. We can only imagine the tasty mix of blood, guts and feath- 
ers that will ensue. © 

The Fallen Lords were defeated... 
...but not quite destroyed] 

The polygonal worlds of Myth II are much more expansive and detailed than 
those of the original. With a wide array of surroundings and animated structures 
like the windmill below, we'll be treated to plenty of graphical realism. 


page 69 

SoulBlighter Continues His ., 

Unlike the original Myth, SoulBlighter (depicted , 
below) has recruited a whole host of both the I'm'ng 
and the ondead tn facilitate his cause. Although/the.^ 
"' number of levels will remain rooghly ihntiyf , 
--iginal, defeating year archnemesis "" 
~r challenge. 


1 W 




UJfioS tfi 

with all 

flffjrjf]J£JJ£JfJ Ilk 

ZL2 rJL'tj'OfJ? 




The game floats around the industry for nearly five 
years, showing its face as far back as the first E3. 
This sounds like a formula for disaster, and yet Heart of 
Darkness, finally surfacing on the PS, breaks free from 
its incessant delays and immerges as one of the finest 

adventure/plat formers of the year. Plat forming fans 
won't be the only ones pleased this month - Kartia, a 
superb strategy RPG, temporarily nourishes the starving 
genre. Of course, action games will never be in limited 
supply, and Future Cop stands tall in the crowd. 


■■■■»*■'•*»*« ;ii;.l'!»rfiJMr 








BLITZ - N64 
















heart of Darkness 

iggy's reckin' Balls 






MADDEN 99 ■ N64 






















[A+ to A] Games in this bracket are the indubitable cream of the crop. They feature the very best in visu- 
al presentation, and are excellent in both initial and long term payability. The very best video game of its 
type, worthy of every gamer's undivided attention. Example: Banjo and ' Kazoo ie 

[A- to B] Games in this bracket are excellent, solid and highly playable pieces of software, although they 

— lack minor polish to become truly outstanding. Slight graphical glitching coupled with a marginally dis- 
appointing ending may mar an otherwise exalted release. Example: F-Zero X 

[B- to C] Games in this bracket are generally very good, but may have one or more flaws. A a game receiv- 
ing a B- may be a great game that's just too short or has irritating music, while a C may have these same 

— problems and a couple more. Very good to average entertainment. Example: Iggy's Reckin' Balls 

[C- to D] Games in this bracket require serious help in two or more areas. Perhaps the control responds 
horribly and the characters animate poorly. Although a game of this caliber may have had a great initial 
concept, it was never fully realized in the final stages of design. Example: Mission Impossible 

1. Games marked in ■■■:.' ore highly recommended for your 
gaming collection. 

2. Games marked in BLUE should be avoided completely. 
[Subject to the reviewer's personal preferences, it can 

be generally accepted that any game scoring a Bor higher 
is a great way to spend your gaming evening. Games scor- 
ing a low D or F should be microwaved for three seconds 
and returned.! 


[D- to F] Very rarely will you come across a game of this lack of quality. A complete dearth of vision, a 
determination to remove any semblance of gameplay or fun, and particular attention made to use none 
of the most rudimentary of the system's proprietary tools. Example: Dominion 

• developer hudson • publisher nintendo • available now 

By Brady Fiechter 

m ay aiaujf , 


Indeed a hero to many as a brilliant multiplayer game, 
Bomberman takes its legacy into the world of 3D platforming 

A game like Bomberman Hero needs to be viewed 
with an open mind. Don't expect it to be a tech- 
nological wonder. Don't expect it to send your heart 
racing from powerful boss encounters. And certainly 
don't expect it to captivate you with its overall 
design. But throw away any lofty expectations you 
might have of what Bomberman should be like in a 
3D environment on the Nintendo 64, and you might 
be surprised at just how much fun an unassuming 
game can actually be. 

Drawing off its superb multi-player battle modes, 
Bomberman has always been about gameplay, never 
calling on an ostentatious presentation to draw in 
gamers. Considering that Bomberman has now 
made an uncharacteristic move into 3D platforming, 
it would have helped matters if Hudson would have 
decided to go with a little flash to strengthen the 
adventure, but it would seem that the tradition of 
gameplay over looks will continue. 

ecause the gameplay works as well as it 
does, Bomberman Hero has a classic draw 
to it that keeps the player interested 
throughout the entire adventure. The lev- 
els are a bit short, but their large numbers 
and exceptional variety are more than 
enough to satisfy. There is always a task a 
bit different than the last to perform, 
whether it be solving a platform puzzle, rid- 
ing a snowboard or mini submarine, or 
dropping bombs over water via a propeller fixed on 
Bomberman's head. Where the satisfaction begins to 
fade is in the harshly basic boss encounters and the 
light difficulty level, which bring the game to its end 
with marginal and somewhat mechanical effort. 

But when the end does come, it's hard not to appre- 
ciate the Bomberman Hero experience. So few 
games of this nature exist on the Nintendo 64, and 
despite its rudimentary qualities, Bomberman Hero 
has a pleasant air surrounding all its simplicity. To 
fully enjoy it, just try not to think about Banjo and the 
example it sets for what 3D platformers should have 
evolved to at this point. ■** 

Artwork S Hudson. 1998. 

developer kronos digital • publisher 

\ystation review 

5v ^S=T 

Kronos took their sweet time in developing 
Cardinal Syn, their latest effort in the 
crowded one-on-one fighting sweepstakes. 
And while this is probably their strongest bid 
yet at producing a truly playable and entertain- 
ing fighting game, it is sadly marred by a com- 
mon failing in American-bred fighters - unre- 
sponsive, awkward and unrewarding control. 
At least in comparison to Soul Blade, Bushido 
and even second-tier fighters like Star 
Gladiator, Cardinal Sin simply lacks the kind of 
intuitive, flowing control that is the backbone 
of any halfway decent fighting game. 

It's obvious that the bulk of Kronos' skill lies 
in the visual arts, and CS is replete with 
impressive CG intros for all 
characters and a well pro- 
duced opening movie; and 
the in-game graphics 
are pleasing as well, 
most notably in a few 
nicely designed stages 
and decent char- 
acter models. 

It's unfortunate, then, that most of the charac- 
ters are either derivative in design or just 
downright silly looking. There's the Cyclops 
Mongoro who resembles an out of shape Voldo 
and the peg leg Plague who looks like a 
warmed over blue corpse. Not exactly the kind 
of characters that you can get into or feel a con- 
nection with in any way. 

As I mentioned earlier, this game's fatal flaw 
is its control. I simply do not understand why 
seemingly every fighting game made in this 
country has characters that shuffle around the 
arena and move with stiff imprecision. Perhaps 
it's stereotypical and naive to assume that the 
Japanese are better overall at making fighting 
games because of a more developed under- 
standing of the way human figures move due to 
more pervasive martial arts and traditions such 
as kendo. However, it's the only explanation I 
can come up with that makes any sense. 
Instead of being inspired to play CS with some 
style or finesse, the experience invariably 
devolves into a state of button-mashing; you 
can't be bothered to play any other way. Ideas 

such as offensive blocks and complete 360 
degree freedom are completely wasted. 

If it seems I'm being hard on this game, it's 
only because there are so many good 3D fight- 
ing games out there now that there isn't time for 
something average like Cardinal Syn. I appreci- 
ate Kronos' effort to try something different with 
the game's theme and presentation, but the 
play experience simply fails to deliver. =S= 

Kronos deliver their strongest fighter to date. 

Unfortunately, that means it's only better than Criticom 

and Baric Rift. 

*S d* 

by Mike Hobbs 

1 goou CS una in-uni'it: grhphics 
1 nice pREsenmiiirn nno THSPJE 


unRCSPunsivv Htm unReuinRDinc COOTttOL 
f-REC-RaHnnnc smites Rumen bv stiff ncnan 

future cop 

By Brady Fiechter ' 

Show the future scum of 

LA. that their only right is to be shot down. 

I see a pattern here. Criminals scream in protest that their rights are being vio- 
lated while they and their stomping grounds are demolished. In the airport, it is 
announced that a white Bronco with license plate number 0J_ is illegally parked. In 
prison, a security gate is deactivated, releasing a mass of prisoners who delight- 
fully cry "freedom" just before a police unit shoots the majority of them down and 
crushes any that are left as they scramble towards the open door. Perhaps I'm 
stretching this a bit too far, but I'd say the developers of Future Cop: L.A.P.D had a 
little fun when making this superb game, and allowed some of their thoughts on 
the criminal and his rightful place within society to seep into the design process. 

But no matter. Whatever the inspiration to Future Cop, its expression has yield- 
ed a tightly wound, skillfully crafted, cleverly devised action game in which the 
path to victory is one that is left in manic ruin. In either hovercar form or walker 
form, a police unit travels over land and water with the primary task of destroying 
the strongholds that have been built-up around Los Angeles by its various crime 

syndicates. Each gang leader 
you are after is hold up deep 
in the labyrinthine levels of 
convoluted steel catwalks 
and multi-tiered concrete 
structures, and locating him 


Cri me pre vention done properly - shoot everything 

can prove quite daunting. Navigating the mazes in a deep search 
for switches to activate and deactivate various security gates and 
platforms is an engaging challenge, and when forced to employ pre- 
cision platforming skills, the missions become even more demand- 
ing and entertaining. 

Set in the 22nd century, FC frames the picture one might person- 
ally paint of a future LA, and does so with unique, convincing clar- 
ity. The game rests comfortably in levels that are technically superb, 
continually garnering admiration through imaginative designs 
fleshed out with fine details, rich colors, and keen lighting. Nothing 
here is revolutionary, but the game packs one heck of a punch. # 




Enter a 


I I eart of Darkness is a treasure of a game, a 
If wonderfully creative, beautifully executed, 
highly imaginative adventure that sparkles 
through to the very end. Part of the game's 
charm is in the way it uses everything that works 
about platforming, molding it, building on it, cul- 
tivating it to a level of invention that is a delight 
to behold. 

Owing a great deal to the classics Flashback 
and Out of This World, the gameplay is a skillful 
balance of weapon combat, puzzle solving, and 
slower paced, intricate climbing and jumping, of 
which observation and planning are as important 
as adroit maneuvering. Every situation faced, 
whether it is descending a collapsed bridge, 
swimming in a flooded cave, or swinging across 
swamps and lava, requires a sharp study of the 
surroundings - the game dips into the mind as 
much as the reflexes. 

The visual style, immersed heavily in a surreal, 
warmly colorful dream world fed from the story's 


tyest hightim 

focus on a boy and his fear of the dark, is cast in 
a blanket of shadows. The strange creatures 
crawling under the rocks and lurking in the dark- 
ness are a work of wonder, animating with a level 
of complexity rarely seen in a video game. 
Throughout the journey, peculiar allies are also 
met, and they tell the majority of the story 
through superb CG cut-scenes, which make inte- 
gral transitions during the levels. With the metic- 
ulous attention to detail, the invaluable touches 
of background animations and superb ambient 
sounds, and the creative way every scene tran- 
spires, the game is awash in a captivating cine- 
matic atmosphere. 

Excelling in so many ways, it is almost tempt- 
ing to forgive Heart of Darkness for its faults: the 
heavy trial-and-error mode of play can become a 
bit tedious at times and the experience ends 
much too quickly. But any failings are left in the 
distance as we are carried away on the wings of 
the designers' soaring imaginations. 

W ir. if'ff". 

„!■ '.IKSWi i 




■ CE L 





H Anunforg 

s one of 


o, Heart of 


— PfJU LlAHKUta 



iggy's reckin' balls 

w w & Reck unui t Henri's halls tnrix 

Reck your Mend's balls today! 

by Bryn Williams 


There is no doubt that most people will have never 
seen a game like Iggy's Reckin' Balls before. Taking 
the popular 2.5D perspective (i.e. Klonoa and 
Pandemonium), you are challenged to race your balls 
around circuits in order to reach the goal. Levels differ 
incredibly from initially simple straight tracks with jumps 
to huge towers with multiple routes. If you remember 
Uni-Racers on the SNES, then you will have some idea of 
how IRB plays and controls. Obviously analog control is 
now the order of the day, providing accurate application 
of movement, and by combining this to the grappling- 

hook facility that each ball possess you are able to 
speed around the course, make tricky jumps, and 
hoist and swing your ball up through the treacher- 
ous paths. While being fun as a single player game, 
IRB really scores big points as a multiplayer experi- 
ence. Although the split-screen action can get a lit- 
tle confusing from time to time, it is excellent fun 
with a bunch of mates; the feeling of beating other 
players because you know a superior route is very 
satisfying. IRB also features over 100 different 
tracks and you are able to free-up 17 different balls. 
Some balls have grotesque faces, robot faces and 
cute smiley faces, and they all work rather well. 
Soon you'll have a favorite ball, and you will be 
blasting around the courses, speeding and 
jumping up the tall towers at high velocities. 
While not the most visually appealing game 
on the N64, Iggy's Reckn' Balls can certainly 
offer an injection of originality to your car- 
tridge collection. Give it a whirl. 33 






Playstation review 

The search for Eden is one of conflict, not of peace 


Like so many strategy RPGs before it, 
Kartia tells a story of war and decep 
tion: A rebel force incites a resistance force 
battles ensue, swords are drawn, magic 
cast, and characters are brought closer togeth 
er, bonding as the fighting takes its emotional toll. 
Despite being tied down to its banal dialogue 
Kartia occasionally hints of greatness, and even in 
its lowest moments, the story is molded well 
enough that our interest in the characters and their 
plight never fades. 

Even if the story didn't work as well as it does, 
Kartia would succeed through its engaging battle 
system alone, in which the majority of the game 
transpires. To emerge victorious, careful attention 
must be made to weapon, phantom, and armor cre- 
ation, and terrain must be altered or destroyed to 
open up paths and to form a more optimum posi- 
tioning for offensive and defensive strategies. 
Deeply involving and highly entertaining, the turn- 
based battles will prove formidable to even the 
most seasoned strategist, but where the combat 
slowly loses its effectiveness is in the sterile, over- 


by Brady Fiechter 

^^-- -- -**~- — .** 


t£ ILRRRIH i.HCKS VRRIE TV RflU 111. I Hit- 


f f l& 

nintendo 64 review 

Known to those who frequent the import emporiums as 
Choro-Q, the long-running series has finally spawned a 
Nintendo 64 cartridge. Aside from the smooth running 
engine and excellent soundtrack (I), Penny Racers is the first 
in the series to adhere to the Japanese toy line from Takara 
from which it's based on. It's also the best version since the 
original PlayStation game. 5o it is with some degree of luck, 
I suppose, that this is the first Choro-Q game to set tire on 
American soil (thanks to import savvy T'HOJ. At first glance 
you may be inclined to pass off Penny Racers as merely 

■ publisher t-hq • available fall '98 

By Dave Halverson 

penny racers 

takara 's famed super deformed racer 

comes to the nintendo 64 in high style' 

another Mario Karl clone with its cute cars and variety of weaponry. 
While there are vague similarities, I assure you that the two games ■ 
differ in execution quite a bit. For starters, controlling a Penny Racer W 
is markedly different than any "real" feeling car (or kart) you've ever 
steered. Negotiating tight corners requires a well-timed barrel roll 
using the Ri-trigger, while other times careful planning and/or 
breaking comes into play. Penny Racers spend most of their time 
cocked up onto two wheels or slamming into one another. That is, 
when they're not setting traps or launching missiles. Once you 
choose a racer, you'll need to spend some quality time getting 
comfy with it, but once you 
do, the game takes on a very 
unique feel, often reaching 
frenetic levels of speed and 
mayhem. To make things 
even more interesting, the 
way that you obtain upgrades 
is unique in itself. After plac- 
ing in the top three, you're 
given a choice of parts to rob 

from one of three other racers (the la-hoosers if you will). So if a 
particular competitor's weapon has been cramping your style, or 
if you're after a certain part, you can actually steal it. Be careful, 
though: place fourth or worse and the winners take from you. So, 
by winning, you strategically weaken your opponent, and vise- 
versa. Hence, this is the struggle of the toy car. Try not to cry. 
Before each race, you'll enter a settings menu where you can 
upgrade your car up to a certain limit with the loot you've 
acquired. Balancing your racer for each course and its accompa- 
nying condition adds elements of strategy and re-playability to 
Penny Racers. Different racers and combinations weigh greatly 
against the varied terrain and conditions. 

Graphically, Penny Racers delivers with a solid 3D engine, nice 
effects, and simple yet attractive texture maps. It's a well pro- 
duced game that makes good use of the system's capabilities. In 
comparison to Mario Kart, its closest rival, I believe Penny Racers 
may be a touch faster and overall more engrossing, with the 
emphasis on skill as much as weapon displacement. No other 
comparisons can be drawn, as the two games differ quite a bit 
otherwise. If you're tormented by racers littered with chance and 
like it straight simulation style, then Penny Racers may not be 
your cup of tea, but everybody else in 64 land should definitely 
give it a whirl. T«HQ have wisely imported another fine title, f 

Artwork © Takara. 1998. 

■ UOEOOMS fiji-npon nna /re/'/ cor/a/nt/nons 






mci=fcJ *irimi^=ieL m j=m>m date. there-* £N0UC « here m ™™™ N ™ * E 




• A 

□op □ □ □ □ □ 

□□ □ 


available now " page 79 playstation review EHV 

Am I on dangerous ground or what! Put a positive spin on the Spice 
Girls and I'll have to move to Alaska, but if I pretend not to admire 
them from afar I'd be lying. The Spice Girls are a modern marketing mir- 
acle as well as the most attractive pop squad since Bananarama. 
Critically brutalized on a daily basis, I can't understand where all the 
venom comes from over four scantily clad girls dancing and singing for 
their predominantly young public (although I think it's safe to assume 
that every beer-gutted trailer park dweller has a Spice movie hidden 
behind the 6-pack in the freezer). This is America after all, home of the 
homy President and man-beast Attorney General. Come on, this I deem 
normal and somewhat predictable. 1 also know all about pressure. 
Forget about how - just know that I do. And to memorize lyrics and intri- 
cate dance numbers and then perform them for hours in front of thou- 
sands of people, including critics who can't wait to tear you a new one, 
takes talent, guts, and determination. The fact that they're all million- 
aires and continue to work in the eye of adversity because they are so 
successful (critics absolutely hate what they cannot understand and are 
made up predominately of the people you beat up in high school) I find 
most admirable. My taste in music ranges from 

metal to techno, from ambient to classical, but I still 
find myself reluctant to turn down the radio when one of the girls' less 
bubble-gum-tastic songs comes on. They're an optimistic bunch foi 
sure. Psygnosis' Spice Girls game, however, is reserved for hard-core 
fans, as it is more an interactive experience than an eclectic one like 
Bust a Move or Parrapa. You do not buy this game for the gameplay. The 
novelty, perhaps, but the game play... nuh-uh. As a fan CD it is excel- 
lent, providing behind-the-scenes candor you can only get here, as well 
as an entertaining little dance-mix game that takes you from practice all 
the way to your own Spice TV show, mainly through memorization and 
lots of "girl power." You'll have to train all five (Geri left after the game 
was completed) to make the big time. Some rhythm will do you right 
when you get into the studio, but otherwise it's all about writing down 
or memorizing the girls' moves as you've mixed them. Overall the game 
is extremely polished in its presentation and, while it's not for me, the 
fans it is made for will undoubtedly thoroughly appreciate it. Hey, it 
kicks the crap out of Marky Mark and the Funky Bunch or any of that 
Sega CD crap. So chill, and let the girls have some fun. f 


tales of destiny 

Ru Rrartu Fipr.htpr ■ 

By Brady Fiechter 

Highly reminiscent of RPGs from the 16-bit 
days, Tales of Destiny is no technical marvel, 
no immediate attention grabber, certainly no 
work of next-generation programming, and yet it 
picks us up and carries us along in its quaint 
atmosphere, holding our attention until the very 
end of its journey. Sitting comfortably in its 
pleasant artwork, the game constructs a charm- 
ing world of a primitive time, in which cobble- 
stone towns, log cabins in snow-filled woods, 
and ancient monasteries fill the land. The visual 
style is gracefully aged, colorful but simplistic, 
drawing a great deal from the appeal of a 16-bit 
title. There are times when Tales of Destiny does 
indeed appear somewhat outmoded, and there are times 
when it is far superior to anything that you would find on an 
earlier system. But no matter what is technically being dis- 
played in a certain scene, nearly every moment is appealing 
in its artistic expression; there is a lesson to be learned in 
the wonderful atmosphere that can be created by nothing 
more than the interior of a modest wood cabin, in which an 
animated fireplace burns under a window where snow is vis- 
ibly falling outside. 
The charismatic characters take their rightful place in the 

overall atmosphere of the game, exuding a deformed, classic RPG style, and when they do battle, 
Tales of Destiny reveals its most creative design aspect. Novel in its approach and enjoyable in its 
execution, the combat scenes allow four of the six young warriors to be controlled through special 
moves, such as spinning sword thrusts and jumping slashes, in a real-time scenario. The enemy can 
be attacked as quickly as moves can be commanded, and while three of the party members fight inde- 
pendently from your character, their base strategy can be 
dictated to through an array of battle options: Choose 
aggression or defense, focus on a weaker opponent first, 
use technique points with impunity. Adding a lively tone 
to the battles, the system is a nice change from the typical 
turn-based combat we see in most RPGs. The system is 
I not perfect but, like the game itself, it's a breath of fresh 
air in a sometimes polluted 32-bit world. ^ 

A comet struck centuries ago 

A civilization is only now beginning to feel its true impact 

Decades after a devastating war, a great band of warriors known as Swordians are again awakened 




m m • 

lAim a earners' republic 
ream lrsi re Racers 

. ■ — ■ - — * ■ 

nrann prize in 

1 RC Racer Car 

1 Rechargable Battery 

1 Battery Recharger 

1 Team Losi RC Racer Game 

1 Team Losi RC Racer Jacket 

1 Team Losi RC Racer T-shirt 

1 Team Losi RC Racer Hat 

• • • • • • »■• 

sEcnna prize lial 

1 Team Losi RC Racer Game 

1 i » ^i^* I 


Rules & Regulations 

1. To Enter: No purchase necessary. Only one entry per person, please. Anyom 
submitting more than one entry will be disqualified. To enter (or your chance lo b 
one of sixteen (16) winners in Gamers' Republic 1 Team Losi RC Race 
Sweepstakes: Complete the entry tound in the October 1998 issue of Gamers 
Republic and mail to "Team Losi RC Racer Sweepstakes.* (t/o Gamers' Republic 
39133 Lindero Canyon Road, Suite 218, Westlake Village, CA 91361. Or, send a 3 
J 5 card wilh your name, uddrosi, city, stale, zip code, daylime phone number and 
age and mail to: "Team Losi RC Racer Sweepstakes." c/o Gamere' Republic, 
32123 Lindero Canyon Road, Suite 218, Westlake Village, CA 91361. Al 
entries must be received by November 1 , 1 99B. Sponsors assume no respon: 
for lost, late, damaged, misdirected, illegible, incomplete, postage-due m 
entries. Photocopies, l:)<;:.iniili.-.; nut! other reproductions will not be accepted. No 
facsimile or im.'uliLjr 'cal'y reproduced ei:tnes ,j' lowed. A 1 entries become the prop- 
arty of the sponsor and will not be returned. 

2. Prizes: Grand Prize (1)'. Team Losi Double-XT 'CR', Novak Rhino Charger, 
Rooster Speed Controller. JR Propo XR2 Radio, Trinity Molor & Battery, Official 
Team Losi Jacket, T-Shirt, and Hat and a Team Losi RC Racer PlayStation video 
game. Approjimate retail value: $1000. First Prize (2): Team Losi RC Racer 
PlayStation video game. Team Losi T-Shirt and Hat. Approiimate retail value: $70. 
Runners-up (5): Team Losi RC Racer PlayStation video game Approiimate retail 
value: $44.98. All prizes will be awarded. 

entries received on or about November 26. 1998 by Gamers' Republic magazine, 
whose decisions will be final in all matters related to this sweepstakes. Judges 
reserve the exclusive nght to interpret all conditions in regard to this promotion with- 
out claim tor damage or recourse of any kind. By participating in the sweepstakes, 
entrants agree lo be bound by Ihe rules and the decisions of the judges that shall be 
final. Odds of winning depend on Ihe total number of eligible entnes received. All 
winners will be notified by mail. Grand prize and First-place winners may be required 
to sign and return an affidavit of elicj Ijiiiiy and Lability release! within 21 days of noti- 
fication. II the affidavit is not returned within the given time period properly executed, 
Or is returned from the posl office as undeliverable, an alternate winner will be cho- 
sen. If the Grand Prize and First place winners are under Ihe age of 18, a parent or 
legal guardian must also sign and provide their social security number on the Affidavit 
of Eligibility/Release of Liability S Publicity. Eicept where prohibited, acceptance of 

data for advertising and promotional purposes without additional compensation. 

4. General Conditions: Sweepstakes is open to all US residents eicept employees 
of Millenium Publication Inc., Fo. Interactive, and their affiliates, subsidiaries, sales 

representatives, distributor;-. re;.iilcrs. Advertising ^m; promotional agencies, and the 
immediate families of each. All federal, state, and local laws apply. Prizes are non- 
transferable and may not be substituted. If a prize becomes unavailable, sponsors 
reserve the right to substitute prizes for those of equal or greater value. All laies on 
prizes are winner's sole Jrspoiisib:ii:y F.iy .looeptiric a ooze, winners agree that all 
prizes are awarded on the condition Ihe] MMentum Fubliontion Inc., Fox Interactive, 
their agents. representatives and employees will have no liability whatsoever for any 
injuries, losses, or damages of any kind resulting from acceptance, possession, or 
use of a prize. Winners further acknowledge that said parties have neither made nor 
are in any manner responsible or liable for any warranty, representation, or guaran- 
tee expressed or implied in tact or in law or, relative !o Any prize, including but not 
limited to, its quality, mechanical conditions or fitness. Void where prohibited by law. 

5. For a list ol winners, available after December 14, 1998, send an S.A.S.E. to 
"Team Losi RC Racer Sweepstakes Winners List," c/o Gamers' Republic, 32123 
Lindero Canyon Road, Suite 21 B, Wesltake Village, CA 91361. 

6. For a complete list of rules, send a S.A.S.E. to: "Team Losi RC Racer 
Sweepstakes Rules," c/o of Gamers' Republic, 32123 Lindero Canyon Road. Suite 
21B, Westlake Village, CA 91361 


It's good to see that one of the Japanese Saturn's finest shooters has- 
made it not only to the PlayStation, but the United States as well. For 
those unfamiliar with the mechanics of TFV, your ship's firepower 
revolves around an apparatus called "craws," which circle your craft 
and increase the effectiveness of your current weapon. You can carry up 
to three craws at a time and they double as energy sources for a pow- 
ered-up blast unique to each weapon. Running down the list of avail- 
able armament (yes, the familiar cyber-attendant calls out each one) 
you've got the traditionally effective Hunter, Twin Shot, Back Shot, Wave 
(a beam that penetrates obstacles), and the unique Free Range, a con- 
centrated beam that locks on within a movable targeting triangle. 
Proper weapon displacement is key in achieving your mission goals, 
which are now more difficult, thanks to some much needed tweaking. 
TFVwWi not go down in a day like the import version did, and rightfully 
so. You'll need to master it on hard to reap the full benefits. 

The Saturn version of Thunderforce V made good use of Mode 7-type 
backgrounds, producing an impressive effect on planet surfaces. The PS 
unfortunately can't handle these types of effects with much degree of 
success. Displaying large flat planes on the PS ends up being very 
processor intensive since these background features must be con- 
structed of polygons, whereas the Saturn is able perform these tasks in 

its sleep, thanks to the VDP 2. Scrolling Mode 7-type floors that seem- 
ingly stretched to infinity on Saturn are rather rough looking and trun- 
cated on the PS, eliminating some depth from the backgrounds. There 
are additional subtle differences in other background elements, but 
nothing overwhelming. On the other hand, the real time 3D models look 
better on the PS with higher quality textures. The game also benefits 
from less slowdown compared to the Saturn version. And while sur- 
rounded by the trademark adrenaline pumping soundtrack, encounter- 
ing a boss and watching the camera spin around to greet it, you know 
you're playing a thoroughbred Thunderforce game. 
.There's no denying the 
intensity of TFV, and it's cer- 
tainly different enough from 
Einhander and G-Darius to 
warrant a purchase if you're 
a shooter fan. The inclusion 
of all new CG cut scenes and 
increased difficulty for the 
U.S. make for a well rounded 
PS version of the Saturn 
shooter classic. 

S It,.) 

^—V • H^i f A 1 I * S I D r S f f c 

trap gunner 

■ ^p by Brady Fiechter 

Inspired by the Spy vs. Spy series on the NE5 and Apple II, Trap Gunner is an unex- 
pectedly original game that manages to capture an unusually pleasing, unspoiled 
look and feel. As special agents pitted against one another on a sort of cat-and- 
mouse fight to the death, two of six anime-styled charac- 
ters attempt to ensnare one another by covertly lay- 
ing traps around the constricted interior of indus- 
trialized buildings of the future. Crucial to victory 
is the clever placement of the traps: By itself, a 
detonator may not be entirety effective, but link it 
to a series of bombs, and the explosive radius 
can be inescapable. And a timed gas pellet may 
be easily avoided, but in conjunction with a 
pitfall trap - an energy field that incapac- 
itates the enemy - the damage can 
be deadly. After you've begun to 
effectively utilize every item in 
your arsenal, clever combos 
can be set up for even more 

damage. If you improperly place a weapon when devising 
a trap, or when you find a hidden enemy device, the dan- 
ger can be diverted through careful disarmament within an 
allotted time frame - an aspect in which some levels are 
based around entirely. Hand-to-hand and weapon combat 
also come into play, and both are an integral part of the 
overall strategy. 

The setup is deviously simple yet cleverly addicting, 
grabbing your attention from the outset. But as a single 
player game (2-player is where it's at), the initial draw of 
Trap Gunner begins to get siphoned out by levels that, 
while cleanly designed and nicely detailed, are a bit 
restrictive and tend to blend together into a monoto- 
nous look and feel. With Trap Gunner's 
promising design and unique 
premise, it's a shame the game is 
comfortable with its adequa- 
cy, never realizing its huge 
potential and capitaliz- 
ing on it. 


=_-•_ BE-, . 


There's been some encouraging activity of late in 
the 2D side scrolling shooter genre on PS. First we 
got Square's beautifully crafted Einhander, then a 
conversion of Technosoft's intense Thunderforce V, 
and now we get Taito's G-Darius, brought intact 
stateside by THQ. For anyone fond of the joys of bul- 
let dodging and boss pattern memorization, things 
haven't looked this good in a long while. 

Basically a conversion of the arcade title, G- 
Darius takes the series to its logical 32-bit evolution by crafting all of the backgrounds 
and enemies out of real-time polys. Gameplay remains 2D and every bit as fishy as the 
original three-screen arcade game. And while it can't hope to compete with Einhander's 
frame rate or inherent beauty, it makes up for it with more diverse and complex back- 
ground elements. You'll fly past massive underwater structures and great floating cities 
on your way to the long and involving boss encounters. Unfortunately, G-Darius all too 
often slows down, robbing the game of some visual appeal. 

Following the Darius tradition, the game levels are arrayed in a branching tree with 
you choosing which level to tackle next. In the end, it makes for a game that feels short, 

but it encourages you to play through 
several times in order to see all the 
different zones and bosses. GD even 
goes the series one better by also 
putting splits within the levels them- 
selves, throwing even more variety 
your way. And expanding on an idea 
presented in Darius Gaiden is the new 
Capture Ball system. If you remember, 
DG allowed you to capture certain enemies by blowing off what I call the brain ball, 
whereupon the enemy would turn around and use his firepower to your advantage. In 
GD, you can do this with virtually any foe by throwing one of your own stock of Capture 
Balls at them and making them fight for you; finding the most useful captured enemy for 
each specific area adds a nice bit of strategy. 

In the end, G-Darius doesn't quite have the visual impact of Einhander nor the mania 
of Thunderforce V, but it is a solid addition to the series and should please both fans of 
side scrolling shooters and Darius. Its extended boss encounters and Zuntata's trade- 
mark tunes burbling away In the background make for a good shooter experience. =§= 

n m 



What can I tell you about 
GEX: Enter the Gecko that you 
don't already know? The 360 
degree, 3D free roaming TV and 
*^ movie parody that set a new 

^ standard on the PlayStation 

§ has landed on PC in accelerat- 

§ ed style. First plug in a con- 

r u trolier (preferably the new 
Gravis Xterminator or MS 

I Sidewinder) and then get ready 
to immerse yourself in the first 

^ true critter-based 3D platform 

g adventure for PC. In your effort 

5 to hunt down REZ, who's bent 
on taking over the Nation's TV 
broadcasts, you'll travel 
through more mock sets than a 
Michael Jackson video while 

thrilling to 3,400 frames of character animation, 500 celebrity imperson- 
ations, and many disguises, like secret agent, karate man, and space 
GEX. The game looks absolutely brilliant on a Voodoo 2-acceierated PC 
and feels every bit as intuitive as it did on the PlayStation. If you play PC 
games exclusively and haven't yet experienced GEX: Enter the Gecko, you 
are in for one awesome reptilian caper. Let the PC critter-based adven- 
ture/ platforming begin! Rayman 2, Tonic Trouble, and Space Circus aren't 
far behind! Now we're 
talkin'! f 

lii&sr 'WBs^ji; 


From the people who brought 
us MRC comes another racing 
game in the shape of the rather 
disappointing GT64. Granted, MRC 
had problems, but there really is 
no excuse to be releasing another 
title that is equally flawed, if not 
more so. Based on a similar theme 
to Sega Touring Cars, the game 

gives you the opportunity to race a relatively decent number of super- 
powerful motors around tracks in Europe, the U.S. and japan. All the 
usual features are present such as time trials, qualifying laps, split-screen 
action, car tinkering and tuning, etc., but this all drowns in insignificance 
when you discover that the game is exceptionally third rate. Let's start 
with the music and FX. The opening Intro has some of the worst music 
ever heard on the N64, which is saying something. Combine this with 
mediocre engine noises, tire screeches and lame incidental music tracks 
to complete the aural tragedy. The graphics engine fairs no better, chug- 
ging along unconvincingly at "sub-30 fps," making for a messy control 
system, poor car handling and ergonomics (and that's just the one player 
mode). The race tracks are too long, and soon you'll find yourself staring 
straight through the TV into oblivion. 
Monotony is the keyword of the day here, and 
considering the N64 has just eagerly received 
F-Zero X, there is absolutely no need to even 
consider this title for your collection. 
Laughably nasty. Jj£ 


PC gaming has come a long way in a short 
time, thanks in no small part to a little 
voodoo. It still, however, has not success- 
fully landed on the saddle of a Motocross 
bike. What about Moto-Racer, you say? 
While MR is a fine ride, especially on PC, 
it's more of an all around dirt/ 
enduro/road racer than a purebred MX'er. Sadly (or not, depending on 
how you look at it), so is Motocross Madness. While the game is rich in 
modes of play, options, cameras, and everything in between, it never cap- 
tures the essence of Supercross. Tracks with no deep spots, berms, and 
very little in the way of adversity other than shape give the stadium races 
a stiff overall feel. 5tiff, by the way, is the only way to describe the con- 
trol. Even with the Sidewinder, there's an awkward feel to the racers 
themselves -although they sure can fly. On the positive side, the National 
races can be mildly fun, the stunt quarry is good for some thrills, and the 
overall presentation is slick and well thought out, with great sound 
effects and music and, of course, gorgeous accelerated graphics. In the 
end, I do marginally recommend Motocross Madness as a purchase, only 
not as a pure bred Motocross game but as an entertaining overall offroad 
chameleon. Come to think of it, the 
main flaw is probably the name. Call 
this game "Assorted Off-Road 
Mania" and you've hit the nail direct- 
ly on the head. £ 


»«s= rajf^a 


Team Losi RC Racer is an average 
racing game with an unorthodox 
theme: You are controlling one 
of over a dozen authentic Team 
Losi RC cars and trucks, racing 
across various types of minia- 
ture (to 1:10 scale) terrain, Areas 
like beaches, snowy hills, and 
volcanic islands can be accessed 
via a huge network of chambers 
with level portals. The control of the vehicles is quite good, especially 
with both analog sticks (although for some reason the left stick steers, 
and the right is forward/back... why?). Racing the levels alone was pret- 
ty fun. You can find all the secret branches In the track, and remember the 
location of speed power-up gates, which are essential to beating the CPU 
cars. Enter the main game, however, and you'll bear witness to some of 
the chunkiest slow-down currently plaguing the PS. Seriously, the frame 
rate drops to sub-15 almost every time the screen clogs with other cars 
and semi-complex environments. This becomes extremely distracting, as 
it's one of those frame rate problems that interrupts the flow of gameplay 
due to gaps between screen refresh times and control of the vehicle. This 
can also be said for the sluggish two-player mode, which slows down to 
a consistent sub-twenty fps all the time. You can enter the tournament- 
type levels In two-player mode (with opponents), however, which is 
always a cool feature. This game doesn't have what it takes, though. 
Strictly a rental. Trust me. 


U4 * 



Enter urban structures, put out 
fires, and rescue the unfortu- 
nates trapped by the flames. Is 
it Burning Rangers on your PS?!'s another average game 
on your PS. Rosco McQueen has 
you guiding the amazingly lame 
character through burning 
buildings, destroying retarded 
security droids, spraying fire 

with a cheap-looking water cannon, and freeing poorly modeled fools 
hidden in various side rooms. Don't get me wrong: my harsh opinions 
come after an extensive playtest. RM has extremely small (albeit crisp 
looking) environments and a frame rate that judders here and there for 
no good reason. That's Part One of my disenchantment. Part Two involves 
Rosco himself and his hovering robo sidekick, Digital. I despise their 
design and all their cheesey comments. Moving on to Part Three of this 
thrashing: repetitious gameplay and stiff controls. Try the first few levels 
and wonder, just as 1 did, how long can this go on for? Witness the screen- 
turning gameplay and frown. Mock the slow-mo strafing. Point and laugh 
at the stiff jumping and pointless platforming. What's going on here? 
Psygnosis, you need to have standards! Stick with the cool stuff like 
Wipeout and possibly (eventually) Psybadek. Rosco McQueen won't hold 
your attention for more than a couple hours. It's definitely not among the 
worst PS titles, but considering all the upcoming hits, it's among the 
most unappealing to have in your collection. ^3 

If this is Bill Gates' vision of 
the future of computer inter- 
faces, then I think everyone 
should seriously consider 
abandoning Windows right 
away and buy Macintoshes. 
In their newest title, Urban 
Assault, it seems that 
Microsoft decided to consider 
GUI impertinent, as its user ■ 
interface is truly awful. Aftei 
through the early less demanding levels, ! 
found my strategy dependent on an 
extremely messy map splattered with red, 
blue, and yellow triangles, squares, and 
dots, all connected by a miserable web of 
trajectory-depicting hairlines overlaid on a 

piece of graph paper. All together, it looked more like a rather messy net- 
work schematic, and soon enough I had a major headache. 

But who am I to judge a game solely on its interface? After all, there is 
a game here and it is not too bad. The story is engaging and well depict- 
ed, the missions are manifold, there is a wide array of air and land units 
to employ, the sensation of being in battle is authentic enough, and there 
is some fun to be had when taking control of individual units. But even 
so, the game's interface demerits its gameplay to a degree that cannot be 
avoided. Urban Assault unfortunately proves just how integral an inter- 
face is to an overall gaming experience. Q 


sports reviews 


It's all about the pigskin! This month we cruise along with the NFL'spre-season by bringing you bottom-line reviews for EA's PS and N64 versions of Madden 
'99, Sony's Gameday '99, and Midway's crushing arcade football brawler, NFL Blitz, for the PS and N64. We've spent days meticulously comparing the highs 
and lows of Madden and Gameday, as well as untold hours pounding the turf in Blitz. So get ready! 


developer/publisher: electronic arts available: now 

For once, a company addresses the one major deficiency that plagues all golf games up to now: slow-motion gameplay. 
All right, so that colloquialism is my own bitter creation,., and it describes the unfortunate situation perfectly. You know 
what I mean: there's just never been the right flow between shot selection, execution, and ball cam. EA attempt to rectify the 
situation with hard-core 3D acceleration support, guiding you from shot to shot with the greatest (and smoothest) of ease. 
The mechanics are right on, like almost all past PGA Tour games, but the 3D support truly makes the difference. And fuliy 
rendered PGA courses and eight other PGA pros to compete against 'Da Man doesn't hurt, either. Wow, golf hasn't been this 
playable since fSfon the SNES. ^2 


ieveloperlaublisher: electronic arts available:now 


SB t 2- t f 00:1 1:743* 00:29:243 


early every company takes a mis 

step now and again and produces a game well below their 
capability. The company in question here is Electronic Arts, and 
the game is Nascor 99 for the N64. Apart from the many real 
world courses, cars, and drivers, there is very little to recom- 
mend. And the emulation of this most North American of motor- 
sports is In part to blame. A majority of the courses are ovals, 
just as in real life. In a video game, oval racing is just not involv- 
ing enough, a fact not helped by less-than-pinpoint control. To 
make matters worse, the graphics are woefully inadequate. 
Copious draw-in and a soft, murky appearance do very little to 

stimulate the visual sense. But even if the control and graphics were better, Nascar itself is not a compelling 

enough sport to hold a player's interest. =g= 

• developer midway 

■ publisher midway 



MM 1 ■■■ By Brady Fiechter 

nfl blitz 

Oi/er-the-top, no-lwlds-barred football. No refs, no roles, no 
penalties. Anything goes in this brawl on the gridiron. 

One play is all it will take for the intentions of NFL Blitz to be made sharply 
apparent. Whoever is carrying the ball will likely have his body violently 
tossed to the turf and subsequently leg dropped, and after the nearest defender 
follows up with a body slam, commentator Tim Kitzrow of NBA Jam fame will 
announce, in his typical exuberant fashion, that such a deplorable display of 
sportsmanship is "completely unnecessary." Oh, but I disagree. It is entirely 
necessary, because this is what makes NFL Blitz such a good time. 

Far from a simulation, the game discards penalties and basically every rule and 
strategy that has been established in the game of football. No longer will 10 
yards yield a first down. Now, your squad of seven players starts out at first and 
thirty, and making up the added distance will require the scrappiest strategies 
imaginable; it's not out of the question to pass the ball off three or four times in 
one play to expedite a drive. Blisteringly fast, frantically paced, outrageously 
staged, Blitz is completely overthe top, replacing key strategies and careful play- 
ing calling with primal, back-yard football. Offense or defense, the main objec- 
tive is to see how outrageous the next play can possibly be. 

While Blitz is not at all ment to be a simulation, it wisely remains rooted in the 
elements that make a great football game. The engine is surprisingly solid, 





»••■■ t" QUARTER 


fe UEW-f""" 

i sinpLE. mnmc nncnoc rmv 

Everything you love about a good football game is here, only now 
juiced up to a feverish intensity of which there is no etjual 

lending a superbly structured feeling of football to the play, and the 
players animate remarkably well, fusing the sensation of bone-crunch- 
ing realism to every tackle. It may not be the typical brand of football, 
but there is a distinctly desirable sensation of the sport underpinning 
all the exaggerations. 

In comparing both titles of Blitz, everything that makes the N64 ver- 
sion so good has been dropped a slight notch from the PS one. Over- 
all, the N64 version looks better and excels in the most important 
gameplay areas, offering a tighter, faster, and more satisfying game. 
Also, a cool play editor is missing from the Playstation game, but with 
its tournament mode, it attempts to make up for the four-player com- 
petition absent from both games. If you must choose between the two, 
the N64 version is truest to the arcade Blitz; however, both have done 
an exceptional job of bringing the arcade experience intothehome,and 
when dropped into a 2-player or party setting, either game shows just 
how inescapably fun its disordered brand of football can be. 

7 GfinicpLny 

• developer redzane/989 studios • publisher 989 studios • available summer 


t's Madden and Gameday this month, so it's time to 

lay down the absolute judgement no matter how 

harsh. After all, are you guys actually going to buy 

Madden '99 and Gameday '99I No, probably not. You 

might rent one, and buy the other, but you're not going 

to shell out 40+ bucks twice, right? With this in mind, 

let's take a closer look at Sony's contender. 

What makes NFL Gameday '99 so good? 989 Sports and 

Red Zone Interactive have basically polished and retooled 

Gameday '98 into an impressive, progressive sequel 

Madden '99 takes a huge step forward for the series by 

finally incorporating 3D player models into the game and 

blessing them with good collision, but it might need 

mother year (on the PS anyway) to lock down the 

engine and tweak the design. Gameday '99 gets 

almost everything right after two years in training 


nstead of delving into the typical rehash of title screen 
options, etc., suffice it to say that Gameday '99 has all 
the typical play modes as well as a Customizable 
Season mode. The in-game options are the ones 
worth mentioning. Apart from awesome zero load- 
ing access to the cameras and instant replay, there's 
also a Customize Game option that allows 
you to tweak the CPU running and pass 
defense, !Q, player size, and game speed 
on the fly. This is nice when all you really 
want to do is get back into the game. 
Speaking of which, Gameday '99 looks 
and plays extremely well on the field. The 
350+ polygon players are more varied and 

detailed than Madden's, but they don't quite have as much 
animation or personality. Madden's waist lock-up take 
downs are totally satisfying to behold, whereas Gameday's 
tackles consist of the usual crunch and fall, push and tum- 
ble, with no real interaction. Cool idiosyncratic animations 
are present, though, like flexing celebrations for good plays 
and questioning shrugs after interference calls. 

In the end, Gameday's beautiful interface and cleaner 
engine pushes it past Madden. It has less personality, but 
more glamour. The play calling is an example of this; 
Madden's interesting duo smashes Gameday's blatantly 
lethargic Dick Enberg/Phil Simms combo. Control is anoth- 
er area where Madden shines. You see, while both games 
offer almost exactly the same response time and selection 
of moves. Madden has great analog control and more cre- 
ative use of the Dual Shock's vibration. 

Once gameplay is solved, football games need to be 
judged based on options, engine, and interface, and 
Gameday '99 has just a little more gumption in all these 
areas than Madden. If you have a PS and N64 though, the 
N64 version of Madden is probably the best bet out of all 
three. There you have it - that's the bottom line, if 

Here the running back takes a quick step away from Pittsburgh's 
massive defensive line. Intense moments tike this are common . 



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8 maintain tie gorgeees tiigti-tis tnek. lie islygen leant is someithat Inn, kt the elect isimieilhlei 


By Mike Griffin 

High-res 3D players, massive tackles - a new standard for EA! 

The polygons have entered the stadium. EA's Madden series has 
finally adopted a fully polygonal guise. This transition has been 
handled remarkably well, and the game design surrounding the dra- 
matic change has evolved in accordance. The N64 version is miles 
better than its PS brethren, but both efforts are qualified to enter the 
playoffs against Sony's NFL Gameday '99 and Acclaim's NFL 
Quarterback Club '99 this fall. 

EA's presentation is still top-notch. The cool PS FMV intro shows 
select footage of sacks, incredible catches, and pounding running 
attempts. Enter the menus On either version) and you'll find a slight- 
ly complicated interface, but every conceivable option one might 
need as well as attractive presentation. Selecting options is infinitely 
simpler in the N64 version, due to the PlayStation's constant loading 
breaks. I'm talking about saving games, customizing teams, starting 
season play - everything. 

Start playing, and you'll see that the N64 version again outshines 
the PS version. Frame rates are smoother, pixels are softened and fil- 
tered, and seams blend together. The N64 also runs the game in high- 
res, matching QB Club's stunning look (in still pics anyway). The poly- 

gons are a little low in both versions, however, resulting in deformed player hands and 1 ' 
blocky legs. Sideline detail is also minimal, but the stadiums (especially domes) are ren- 
dered extremely well in both versions. 

Enough tech talk. Madden '99 features some of the most satisfying player contact in any 
football game ever. The collisions are beyond tight. A monster running back like Bettis or 
Sanders can plow through the middle behind a center blocker, bouncing off defenders like 
a pinball as they attempt to stop the juggernaut. You'll only go down once a defender clear- 
ly has a hold, and then an intense, highly animated drag-down sequence occurs. It doesn't 
feel like previous Maddens, in which wild glancing tackles would pummel your back or 
receiver for no apparent reason. The passing control and execution is also right on the 
money. The ball will find your open receiver, even if he's almost completely surrounded, 
thanks to spot-on detection in and around players. 

Madden has serious competition this year, but I think EA's game is strong. However, here's 
my advice: On PS, Gameday '99 edges out Madden '99. The presentation is cleaner, and the 
gameplay's a little tighter. On N64, Madden '99 approaches perfection. QB Club '99 will have 
to put up one hell of a fight. Go on now, buy those pigskin games before the season starts! 


(linLnniin B1 







Coming soon from Millennium Publications Inc., 
tie Perfect, Ultimate, and only Official strategy guide 
to the video gaming event of the year! 



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world republic page 92 

August has been an eventful month for the import gaming scene. We're all excit- -•'■-. J 
ed about Genso Suikoden II, which is shaping up to be one legendary sequel. 0n«-^ i 
" ■ the flip side, anime fans must come to terms with another Lupin let down. Nintendo- 1 
R 64 fans, however, receive one of the best fighters yet for the system along with .X r \ 
Pokemon, which surprised us all. It's all here in 14 pages of The World Republic* '■/*•.;> 

Suikoden makes its long-awaited return to the PlayStatien, Expect another classic adi/enture! 

It has been a while, but Genso Suikoden is still clear in many minds. A won- 
derful orchestration of sights and sounds that painted a fierce struggle to 
bring righteousness to a world blemished by tyrannical rule. A young man's 
growth from a mere adolescent to a commanding leader of a rebellion against 
his own father's army was told. The plot climaxed as a fatal battle 
between father and son ensued, and then ended when an 
oppressed army of 108 characters converged with fervor to beat 
back the iniquitous governing power, claiming victory. It was with- 
out question one of the finest role playing experiences on the 
PlayStation, and the sequel is sure to be even grander. 

Much like a true sequel, the game is set in the same world as the 

original but takes place three years later. Once again, the plot line 

will revolve around an epic struggle between two warring states, 

and there will be 108 playable characters. Two previous members 

of the rebellion, Victor and Flick, are back, but we expect to see a 

host of new characters to appear in the final game; so far, a dog 

named Shiro and a hunter named Kisnin are both 

confirmed. Suffice it to say, the shots look 

amazing and this one is on the top of 

many lists here at GR. Q 

5s?JJ £- > 




' developer/publisher konami • available in Japan 4th quarter '98 

(A) The familiar ba&M setup .. 
remains the same as your P or f//^-, 
(again just six characters', at a time) » ' 
faces off against creaturespoth peif* 
and old. (B,C&D) Each' Vharqcter + 
can carry up to 3 crests; the original** ' 
only allowed for one. Graphically,; 
GS2 is looking mighty gooa". , • 

Z~+& i 

Artwork ©KONAMI 3998 _ 

M2;£»&£.ft<£'£ &£•£•€ <£t€^is 6-4. $ * & * C 

i ■ ■' ♦:■-.■ 

(Sequence A to D) Incredible spells and magic attacks, like the Jihad above, are available to your party provid- 
ing~yowhave extensive experience points and a beefed up inventory. 

: ' 

Editor's note: The Japanese title is 

intendo 64 owners should feel privileged 
about the unveiling of Quest's tentatively titled 
)gre Battle 3. The Tactics Ogre series has proved 
'ery successful in' recent years with the SNES and 
PlayStation additions being best sellers in the West 
well as Japan. 
I The story centers around Magnus, a lower-class 
lember of the Southern regiment of the Pranthinus 
jkingdom. Pranthinus is being oppressed by the fun- 
damentalist country of Rhodis, which also threat- 
i ens the entire continent of Zeteginea. Magnus wit- 
nesses an assault on the 2nd prince of Pranthinus 
'by the disgruntled lower class townsfolk, and 
decides that the unrest needs to be quelled. In a bid to save 
his people's freedom, he pledges to bring peace and order 
back to his kingdom, and to end the oppression from Rhodis. 
The in-game action takes place in real time, unlike the previ- 
ous incarnations of OB, replacing the hex, turn-based combat 
with exciting "realistic" battles. When enemies approach your 
party, the screen swoops into the combat environment, thus 
allowing for exceptional effects and graphical representation 
of the situations. Units can be given specific commands, so 
when enemies are encountered, it is important to instruct 
untfs to face the correct way, and to be backed up by correct 
troop styles. Gaining experience can aid in character develop- 
ment, allowing party members to change classes (occupa- 
tions). Items specific to character class will also play an impor- 
tant role, enabling members to perform certain offensive or 
defensive actions. So with its new combat system and intrigu- 
ing plotline, it seems that Nintendo 64 owners have a strategy 
based adventure game to brag about. It's about time. too. 

(£& F) Spells like the Sonic Boom and Fire Storm are spec- 
tacular to watch. (G) The 3D field map allows easy navi- 
gation between locations. 

1 \& f f 


Publicity Manner Mr. Hideki Yam^^JelliSli^uttlw^uture of Enix.., } -> 4 

Playstation or Saturn games, so we discussed the 
possibility of them producing an N64 game. The 
result of which was Yuke Yuke. 


Mr. Hideki Yamamoto sits proudly in front of a large 
Bust-A-Move poster. Yet another successful and origi- 
nal game that is now typical of Enix's recent focus on 
usual and alternative game genres. 

Why has Enix shifted focus 
on the type of games they are 
releasing? Soccer sims, 
horse racing and dating 
games are quite different to 
the RPG's that we've been 
used to seeing. 
It can't be helped that game 
companies are all making 
games that are similar, but 
Enix always tries to make 
games that other companies 
aren't doing. It's not just Enix 
who are making RPGs, every- 
one is making them. In order 
to make the best RPG we've 
got to be better than a lot of 
other RPGs, however, a dance 
game like Bust a Move hasn't 
been done before. So just by 
creating the first one, we'll 
automatically be the top one. 

Some of Enix's early titles like Act Raiser would 
•*nake excellent games for the new consoles. Why 
haven't these classics made a reappearance? 

"fn the Japanese market there are a lot of sequels. 
They are very popular but that's both good and bad. 

Cf 1 was successful then make 2, if 2 is successful 
lake a 3. Well, that's just business and from a cre- 
ative point of view, you can do things that you want- 
ed to do before but weren't able to. Obviously there 
are some users who like sequels and, if they are 

- good, then I've got nothing against them. Certainly, 
there are many companies who do seem to make a 
tot of sequels but Enix doesn't and that's quite rare. 

Did you approach Treasure to release Yuke Yuke? 

We, decided what game to do together but long 

before this we had had contact with Treasure many 

mes. However, up to that point they'd only been 

doir^g Saturn games and that time Enix weren't doing 

"Value for money is my important in America as well. I get the impression that 
if they can't play a game for long time, they aren't happy while in Japan, even if 
game is short, as long as it was enjoyable to play, they don't mind" 

Will you be working with Treasure again in the 


Of course. Yuke Yuke wasn't necessary just a one off. . 

It's certainly possible that they couid produce anoth- ' 

er game for us. 

Recently we haven't heard any new N64 announce- 
ments. Are you still developing N64 games? 

At the moment we aren't creating any N64 games at 
all. That doesn't mean that we won't create any N64 
soft ever again. If the N64 market conditions change, 
then we would consider producing N64 games again. 

Have you considered making a game just for the 
American market? 

First of all we consider the Japanese market. 
Recently, there have beensome companies who have 
considered the American market first, but from a cre- 
ative point of view, that's difficult to do. First we con-, 
sider the Japanese players and if after that we could 
improve the game and make it acceptable to the 
American market, then we would probably release it 
there as well. 

What do you think are the biggest differences 
between the American and Japanese markets? 

Weil, Japanese kids love deformed and cute charac- 
ters while American's prefer more realistic charac- 
ters. Action games are more popular in America while 
in Japan RPGs are more common. Also, American 
gamers prefer much harder games compared to 
Japanese players. In addition, value for money is very 
important in America as well. I get the impression 
that if they can't play a game for a long time, they 
aren't happy, while in Japan even if a game is short, 
as long as it was enjoyable to play, they don't mind. 

What are your opinions of the Dreamcast system? 

mm ► 




Although Enix is a name behind many 
forms of entertainment media, they are 
best known for publishing high quality 
console videogames, and as the pioneers 
of "traditional" RPGs with their smash-hit, 
Dragon Quest. 

! f, v s» 

J: ; :£. _ 

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$.&€•€ «£'«C-^*-C-4-<i-£-£-i- « *•» * * & '**<?; 

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t "M is'nt really concerned about hardware 
i/j , specifications. We'll make the best game we ' 
\ f ; *o/ MS /Nws#/g on any machine. Market 
share is the most important." 

Certainly the Dreamcast is a very high perfor- 
imance machine with an impressive specification. 
However, just like the N64, simply having great 
hardware doesn't mean that you'll be able to gain 
a large share of the market. As with the N64, just 
because we aren't producing software now does- 
n't mean we won't ever. We'll just wait and watch 
how the market develops. 


What are you opinions on the CD versus cartridge 

There are both good and bad points for each. 
I Currently, we're only using CDs. Cart memory is 
:■ very small and the production costs are high. At 
the end of the SFC era a cart was about 11,400 yen. 
■ That was very expensive for the user, but any 
"*" cheaper than that and the maker won't be able to 
make a profit. The ROM was expensive and the 
more you used the more expensive it became. 
However, on the other hand, access to the CD dur- 
ing the game is slow, so in this respect the cart is 

If you decided to produce another N64 game again, 
would you rather use the 64DD? 

From a purely technical point of view, the 64DD is the 
best, 1 think, but if you consider the whole business 
model then - if the main hardware only has a million 
units - then the 64DD is only likely to sell around 
100,000 units. There's no point making a game that 
would only sell so few. To tell the truth, Enix isn't real- 
ly concerned about hardware specifications. We'll 
make the best game we can that's possible on any 
machine. Market share is the most important. 

Does this mean you're going to concentrate on the 
Playstation from now on? 

Inside Japan at least, considering the current market 
conditions, for the time being the Playstation is our 
main platform. 

Will Enix ever develop a title themselves, or have 
you considered purchasing a development team to 
work for you? 

We don't have any plans to raise an in-house devel- 
opment team. We prefer to support and assist devel- 
opers outside of Enix. We're a publishing house, we^ 
have game producers and mangers, but all the pro- 
grammers and graphic designers are either freelance 
or working in small companies. 

How many game titles do you currently have in pro- 

We have over 10 titles currently in production, 
although we can't reveal what they are presently. 
This is the largest number of games we've had in pro- 
duction at the same time, but this will continue to 

Recently, ENIX announced a new anime project, but 
is software still your core business? 

Not really, we don't have any core business any more. 
We have games, publishing, goods and anime as 
well. Software is a little hit and miss as to when a 
game will be released. One year our software sells 
really well and it's number one with publishing, num- 
ber two, etc. Other years, the software is delayed or 
does badly in which case publishing is number one. 
All of these business enterprises are important to 

Who would you say are you main game users, and 
do you create your games specifically for them? 

I guess that the main are junior high school students, 
13 to 14 year old boys. However, we don't create 
games just for them. We make games that we think 
are interesting. Obviously, some companies analyze 
the market and produce games aimed at a certain 
group of users, but in this way, although they'll be 
able to make a product that will cover their costs, 
they'll never make a truly excellent game that could 
become a million seller. 

Gamers' Republic would like to thank Mr.Hideki 
Yamamoto for his time. Look elsewhere in this issue 
for details on Enix's latest console offerings. 


(£) Astronoka is a game about farming 
in space, and features a wacky looking 
main character. ">. in Greatest Hits you 
edit music video clips, and gather fans 
with your top-ten hits. (C) As one of the 
greatest looking PlayStation games to 
date, Bust a Move has you following the 
beat in this "dance fighting game." (D 
Star Ocean is the much anticipated 
sequel to the SFami epic RPG. 'E' Hello 
Charlie is a rendered game about 

ft >TJT» • %*s #-*■*•* % 

■** + ■*■ 

. 1 

j<.i*s^^&' ; K»'^ 

Finally! A Nintendo 64 Fighter With All the Show and All the Bo! Rakuga Kids Is Destined lor Import Fame. 

In a category that desperately needs innovation. Vs. 
Fighting, Rakuga Kids, at the very least, will provide the 
comic relief. If you're as prone to wacky Japanese fair as I 
am, Rakuga Kids should be your next import purchase. The 
designers at Konami had a good... no, a great idea, proba- 
bly while playing Parrapa, and have crafted a splendid dio- 
rama fighter starring a truly wacky cast of characters. To 
make a long story short, eight ancient crayons fall into the 
hands of three groups of kids. These magical crayolas mys- 
teriously bring any graffiti the kids draw to life. 
Unfortunately, the nice kids who unearthed them get rolled 
by two, shall we say, shady factions, and Twinkle Town is 
turned on its ear over night. Now it's up to the Tinkle kids 
that found the sacred crayon box to defeat the monstrous 
creations, and the kids that drew them, and return peace to 
Twinkle Town. 

Fighting, in my eyes, continues to be one of the -most 
abused genres in gaming. How can there be so many titles 
and so few truly memorable ones? If not for Capcom, SNK 
(although I'm not looking forward to Fatal Fury 25 The 
Golden Years) and Namco, this would be an extremely thin 
category. Games like Rakuga Kids are what's needed to bal- 
ance things out. Adopting everything that makes 2D fight- 
ing so addicting - precise collision, a sensible combo sys- 
tem, SF-like controls, ingenious tunes, and inspired charac- 
ter designs - Rakuga brings diorama gaming to new 
heights. OK, so it's the only one. The paper thin Porrapa-like 

(A) Check out those hot diora-. 

ma! Even the select screen is 1 1 

cooV.(B) The place you need 

to save... Twinkle Town 

The wackiest supers in allvjyi 

gamedom can be found right ?7* B ff 

here! All of this is spectadu- 1 1 \1, jjb 

larly animated by the way... 

characters and inspired locales are expertly drawn and rich in parallax, with interpo- 
lated 3D objects, vibrant color, and warping floors. The characters themselves (of 
which you will find none more demented) feature stunning animation and a quiver of 
super moves unlike any you have ever seen or imagined. The game play is fast, fluid, 
and fun, and the music, for a 64 game, is excellent. The sad thing is that Rakuga Kids 
will likely tank in Japan where the 64 is neck and neck with the Saturn (they're both 
miles behind Sony) and there are no current plans to release it here. So, as much a 
skilled fighter as an awesome collectors item, I highly recom- 
mend Rakuga as an 
import purchase, f 
IB .- 

'!&&&&$:&&£•%'£'$ -4K- 

«•€-£ $£-«-$^ v i £ * 4'Jfc « $ 

-s* c— 




* developer try-Ace * publisher enix • available In japan now 

EcaiiD s-rasnr 


" T 

The quality found in Enix's first 32-hit RPS is nearly unmatched... 

It's nice to have Enix back. Sure, they've released a few 32-bit titles, 
but I missed that company who once would contract such incredible 
talent, developers who were so close to brilliance that their games 
demanded you took notice. Quintet, Chun Soft, Produce, try-Ace - aside 
I from Square, these are the teams who created some of the greatest 

I -Super Famicom/SNES RPGs ever made, and all of their games shared 
one thing in common, the Enix label. Thankfully though, with this new 
I release and the unveiling of their upcoming Dragon Quest VII, it looks 
! like Enix might finally work their old publishing magic on 32-bit as well. 
\ # Star Ocean: The Second Story is try-Ace's sequel to their incredibly 
I good, but incredibly ill-timed, Super Famicom RPG. While the original 
game might have come a bit too late in the SFami's life to make a huge 
impact (the PlayStation was already long out), it had nearly unsur- 
passed graphics, beautiful music, totally original battles, and a long 
and intricate quest - enough features to make even the most jaded 32- 
bit gamer take notice -yet apparently not enough for them to purchase 
it. In fact, Star Ocean did so poorly in sales, the chance of a sequel 
( should have died along with the system it was made for. Thankfully 
though, Enix had other ideas. 

In the attempt to make the second Star Ocean stand out on 32-bit as 
much as the original did on the generation before, it's quite apparent 
g try-Ace didn't pull any punches. With the help of Links, one of the many 
(many, many, many) CG houses that helped create FFVII, you'll find 
most of the backgrounds are second in quality only to Square's epic 
RPG. Towns vibrate with color and design, outdoor scenes couldn't look 
V any more lush, and the 30+ minutes of animated computer cinemas 
need to be experienced to believe. The overall look is impressive as 
well, and using about the last possible character/background combi- 
nation left for 32-bit RPGs, Second Story have you maneuvering a 
hand-drawn sprite around pre-rendered backdrops. What makes this so 
special though, is that this game seems to utilize some sort of software fil- 
tering, allowing the character to scale in and out without any major pixila- 
tioh. And then when all the smaller details are added, such as birds that fly 
overhead and the reflections in water, I couldn't have asked for a better 
visual experience. 

thankfully, Second Story share more than just the high graphical quali- 
ty its predecessor was known for. As an RPG, this new Star Ocean is just 
as playable as the first, complete with the same incred- 
ibly quick battle system. Everything happens in "real 
tirrte," you control one character and pick your attack 
by using different buttons, and watch him go. The other 
members of your party can be taken control of at any 
time, or you can just let them attack and cast spells on 
their own - thankfully the Al seems competent. 

I just hope I get a chance to talk about the other fea- , , 

tures this game holds in the future, when we review the ^ ■'"' 

American version - not that one has been announced £ 
yet, but an RPG this good just needs a domestic 
release. A- ■& 

>:•: 888 



(A) Mountain fights have boulders that roll into the-battlefield, damag- 
ing all they touch. (B) Incredible spell effects can be found throughout. 



".*■ ■ — < '. 







1 *-. 

;a I jm 




(C to E) The detail in some of 
the rendered backgrounds 
even surpass the mighty FFVII 
at times... 



* ?*-* ♦ » * 3 if* s » * Wfc *&kA*&*&&W^J$m^ 

developer/publisher capcom • available in japan now 

ber of subgames based around the various sporting characters found within justice 
Schools. You are able to play soccer, volleyball and baseball (albeit in a very simplified 
fashion) in order to further build your fighters skills. Evolution mode was promoted heav- 
ily in Japan to suck the punters in, but in actual fact, it provides you with a splendid addi-_ 
tion to an already superb game. In its raw form, justice Schools is excellent fun both in a. 
technical and playable sense. Introducing exciting, new characters, the game's main dif- 
ference to others of the genre is that you select two fighters for each battle. By way of 
power moves and special team supers, you are able to pull 
your teammate into the fray, and perform some truly spec- 
tacular acts of violence on your opponents. Between 
rounds, you are also able to change characters, which 
means you need to master more than just a few of the fight- 
ers to become successful, justice Schools features 20 3D 
characters (including Sakura from the Alpha and EX series), 
and a whole host of beautiful hand drawn art and enjoyable 
storylines. While the polygon models can become rather 
ugly at close quarters, the flow and speed of the fights 
are just breakneck, and presumably this is the rea- 
son why Capcom opted for slightly less detailed 
fighters. The mechanics of the game can be 
likened to X-Men and SF, incorporating huge 
jumps, ariel combos, supers and taunts. 
What more of a recommendation does 
this need? justice Schools is simply 
hardcore. B+ ££ 

Capcom's latest fighter comes blazing to 
the PlayStation in the form of the 
immensely popular Justice Schools {a.k.a. 
Rival Schools: United by Fate). As five differ- 
ent high schools take on each other in a 
blinding flurry of fists and hard-hitting 
action, Capcom decided to include exclusive 
PlayStation material on an entirely separate 
CD known as the Evolution disc. This gives 
you the opportunity to custom build your 
very own fighter, send him/her through 

Fight your classmate chums in Capcom's latest arcade port 

~ some tough semesters at school, and train in the ways of fighting. Additional are a num- 


*, mm 
1 mm 1 

(A to D) Practice ail manner of school sports to improve and develop your custoti charac- 
ters fighting skills. Four different eyentsjuith varying difficulty awa it yaul , - — 


i .>-> 

J0.&*t.*.«***-C.**.*-«-** *■ V« * V 4. ■* ■% [ %. 

-* i 

7 I 

• developer gamearts 


• publisher esp • available in japan now 


The classic Sega CD RPG is back, with a bit more than just new graphics... 

The original Lunar: Eternal Blue couldn't have been 
released at a worse time. In similar circum- 
^ .?*£)£■ _ -:,;.>,-, -_..--. stances, this RPG appeared in both Japan and 
^mtSia*ZZ" fef- *" i'fel^ America incredibly close to the Sega CD's death, at a 
period when most people had already given up on 
this failed add-on. it's really too bad, though, as 
almost anyone who's experienced this incredible title 
will admit, Lunar: EB was truly one of the greatest 16- 
bit RPGs ever made. And now, almost as a tribute to 
the original release, the remake of this incredible RPG 
finally appears, ironically just as the Saturn is about 
to share a similar fate as the system that preceded it. 
Of course, this isn't the first Lunar remake to hit the 
Saturn. Lunar: Silver Star Story was released last year, 
touting not only completely redrawn graphics, but 
also totally new storyline aspects and 
music. And while Lunar 2: Eternal Blue 
acquires much more than just the 
added "2" to its title, the upgrades are 
no where near as expansive as what 
the original received. 
1 ins rsni a oao inmg, though. The reasoning behind the major storyline 
oranges for Silver Star Story was that Game Arts were never truly pleased with 

This isn't a bad thing 

.••' ' # : ' the script behind Lunar: The Silver Star. They always felt it could have been han 
'j/% W died better, and this was their chance to do it. For Lunar: EB, on the other hand, 
"~ * GA took their time and produced exactly what they wanted, and never saw any 
__,•» •TTeed to drastically alter the mood of the game. 



But to vindicate the re-release of a game that the developers had always seen 
as near perfection, Lunar 2 would need more than just updated graphics and 
new FMV; elements that would provide a new experience were a necessity. 
■-Lunar 2 received this from the addition of the map system found in SilverStar's 
remake, allowing you to see enemies before they attack, which caused nearly 
every dungeon to be totally redesigned, although not always for the better. The Haunted 
mansion, for example, now resides on the top of a hill, and resembles more of a single 
story shack than the impressive structure it once was. Thankfully, though, aside from a 
co(ple of these areas looking a bit lacking to the original versions, most of the old loca- 
tions have benefited from the 32-bit upgrade - and there's even a few totally new 
places to boot. 

In addition to the change in dungeons, the newly re-colored graphics are a nice touch. Done 
in the same style of Silver Star Story, every screen is now packed with lush visuals that still 
retain their 16-bit roots. The FMV, on the other hand, is greatly improved from the last Saturn 
Lunar. Now full screen, these professionally created and beautiful animation scenes are some 
of the best quality I've ever seen on Sega's 32-bit system, perhaps 
with the exception of Tengal Makyo IV. 

The best part about this new version of Lunar 2 being released 
is that there aren't any more re-makes for Game Arts to hide 
behind (this is the 3rd 
game in the series they've 
helped port to the 
Saturn), that is, of course, 
unless we see them again 
on Dreamcast... I only 
pray Lunar 3 is on the way. 

B+ ft 

I :# il& 

(A) As in the last Lunar Saturn remake, you won't be 
attacked outdoors (B) old locations get an update (C) 
spells are much more impressive this time around 


Based on Bombermen-type 
characters from Hudson, B- 
daman 64 is the latest release to 
follow the current trend of toys 
becoming video games. B- 
daman figures can shoot mar- 
bles long distances, and so the 
game has 4-player action where 
you try and knock your oppo- 
nents out of an arena. Single- 
player mode sees you aiming at 
dinosaurs' mouths, and other 
strangeness in an attempt to win 
all 64 special marbles. Also uti- 
lizing the 64GB, this game will 
probably never catch on in the 

J r * 

U.S., but it certainly a very 
unique experience. Not recom- 
mended unless, unless you plan AS I 
to move to japan. 


: >7Z~& • $ -.* 3 t»-J.yj : ftb^lk ■*Tflc",i'A^ &&*& 

;V>:. :>.;,. t^x*. 

f — " ■ **J '"■■ ' A 5 a devoted Resid ent Evil fan > I almost feel that Deep 

^Jfc^y* ■ , ^'^ V '•■ : ? " f ' eor should offend me. Here we have a game that so 

J^\ '..'-* blatantly rips off Capcom's horror title, it's almost embar- 

*^**«.*>i$F passing. Yet, all I feel is pity. How, may I ask, can a title that 

has stolen so much material suck so badly? 

Deep Fear starts out fine. As a member of the ERS 

■ (Emergency Rescue Service), you've been assigned to 

assist the Navy in a deep sea salvage mission, to recover 

an probe that has fallen from space. Residing 20,000 feet 

under the surface in the Big Table, an underwater habitat 

* similar to the one found in The Abyss, your days are filled 

with little action, until the sub guarding the area slams 

\ $$ % into the sea floor. It seems that whatever the Navy found 

in that item of interest has escaped... 

The basic idea behind Deep Fear's gameplay is simple: 
you're trapped in an underwater environment, surround- 
ed by zombie-like beasts of various shapes and sizes, and 
and your trusty weapons to make it out 
e setting and storyline might be unique, 
se will seem quite familiar to Resident Evil. 
lygon characters on a pre-rendered back- 
types of beasts to kill, and sound effects 
emingly lifted straight from the title it so 
shamelessly copies. Strangely enough, 
the only thing Sega seemed to forget 
while pillaging Resident Evil is what 
made it so great in the first place - the 
emotions it produces. Ironically, Deep 
Fear delivers none of what the title pro- 

I think I was 20 minutes into Deep Fear 
when I had three weapons at my dispos- 
al. Between these 1 had a total of 185 bul- 
lets. When you take into account that 

most enemies take only a few hits to kill, and you can re- 
fill these guns at any weapon station (which are in a 
prominent part of each level), a good part of the game's>'^ t 
challenge suddenly disappears. In theory, you can clear * I I 
out the large levels quite easily by just killing everything .-.V \, 
you see, running back to the re-fill station whenever *•."'>/■>.. 
needed, and repeating. Healing items are the same wa:* '^i 
you can hold eight at a time, and your supply can be' ^£ 
replenished at a single location an unlimited amount of. I 
times. To their credit, Sega tried to add a sense of urgency .<* jJS^y $*' 
by putting "time limits" on how long certain rooms would 
have breathable air, but even this fails in practice, thanks 
to your air mask, which can keep you going for several 
minutes - even though you won't be in these rooms for 
more than a few seconds. Even their attempts at startling 
the player really doesn't work - my favorite being humans 
that suddenly turn into monsters. Cool idea, if it didn't 
happen every time I completed a function in a room with 
a human standing there. (Ok, I'll flip the switch and. ..oh 
no! Monster!) After the fifth time, it just got silly. 

The worst part of Deep Fear is actually its greatest 
asset, the voice acting. Besides the fact this is yet anoth- 
er aspect taken directly from Resident Evil, the acting in 
this game is so bad, it makes the folks of the Stars Team 
seem like thespians. Really. You have to play this game at 
least once just for the voices - it's hilarious. 

While apparently Deep Fearwas Sega's attempt to com- 
bine both Resident Evil and The Abyss, they failed on both \t£"t 
counts. The game Is only similar to these influences 5n ,^fgj 
the surface, but deep down it's just another sub-standard" / - 
(and often boring) title just trying to leach off RE's sdCj 
cess. A decent attempt, but I was hoping for much more 
from Sega's latest, and perhaps last, major Saturn 
release. C # 

developer/publisher squaresoft • available now 


SqtiM eoitftihiB action and role playing as only they can,., But wait for the U.S. release on this 01 

< * ?? > 

any years ago, In the Le Coarl Empir$, an e^nor- ) 
mous devil made up entirely of the mineral 
binchotite appeared out of nowhere. This "devil of 
darkness" effortlessly destroyed the empire and 
then headed for the neighboring country ofYaikunik 
to obtain more binchotite, the abundant natural 
resource in the kingdom. People say there was noth- 
ing left after the devil passed through Yaikunik and 
that it affected every living creature it came in con- 
tact with, causing the generation of many evil 

Upon receiving the news of the advancing devil, the elders of 
Yaikunik made a decree to summon a protector, and by worshiping 
the Binchotite stone (which is traditionally used whenever the 
country is in a crisis), the queen was able to summon a protector. 
As the protector, Musashi set out to slay the entity, by order of the 
queen. Musashi and the devil had a furious fight, but although vic- 
torious, Musashi could not utterly defeat the devil. The only thing 
he could do was to seal it away using the power of the lightning 
sword, Raigant. Musashi then divided the power of the devil into 
four elements- earth, water, fire, wind, and sky -and sealed them 
with a sacred crest. These five elements comprise The Book of Fi^ 
Rings. •* 

Many years have passed, and military action has been initiated: 
once again as the Le Coart Empire makes a surprise attack qui 
Yaikunik. Both the king and queen are out of the country. The pur- 
pose of the surprise attack is to retrieve the legendary Raigaflt* 
Sword. Yaikunik military forces are unable to cope with Le'CoarTs 
sweeping army, and they have advanced close, to Yaikunik castle.-* '. S^\ 
Senior council members inside the castle decide to summon the protector, as their final' JBjR? 
hope to save the kingdom, again... 

Square certainly know how to tell a story, and although Brave Fencer Musashiden 
of predominantly real-time action and adventure gaming, storytelling is in effect 
much it has been in any thoroughbred Square RPG, which leads me to the sad 
import game buyers: Brave Fencer is an extremely task based game. Many an import game 
can be cracked by simply talking to everybody (sometimes twice) or progressing to obvious 
points on a map. In Brave Fencer, however, townsfolk will ask you to carry out detailed tasks 
down to a certain time and place. Without a fair grasp of the Japanese language or lots of 
trips online, you will find yourself hideously stuck throughout this fine game. I must have 
called on our Japanese editor (Ka-Jun! ) ten times in the eight hours or so that I bravely 
fought the gijeen protection. I finally realized after defeating the second boss that Brave 
Fencer was going to be such an event-filled action/rpg that I'd be better off experiencing the 
full U.S. version, and so I reluctantly stopped playing. Here's what I can tell you based on 
what I've experienced so far: Do not judge this game based on the Japanese demo (if you 

have it), as it builds steadily and gets a_^ 

(A) Musashi is interrupted 
bya sentry and tosses him 
quickly into the abyss. The 
little guy can throw! 

(B) This elder will actually 
let you meet everyone you 
haye rescued. Shake them 
down for valuable clues... 
It'll be nice to read them one 

consists .. __»^|e — k J f%: 

t here as S S£S . -^_<jV - * 

news for %aR5Sg ■>!-.* ^juL "ZJ Jf r _ ....- p> 

(C) The very first boss 
encounter in Brave Fencer drags 
on for minutes and covers many 
screens, as this formidable 
beas t run s for cover white 
mouatlngrvtoieot attacks. 

lot better after "Scenario 2." Prepare for 
long epic boss encounters, lots of ' 
adventure style antics interspersed with 
equal amounts of platforming and 
exploration, and if you buy import music 
CDs, make a mad dash to the phone, as ■ 
this BFM's one of Square's more memo- 
rable recent soundtracks. Aside from T 
that, start looking forward to its U.S."" 
debut in November. We'll of course have 
lots more as the U.S. translation take's '*' 

shape. _■ — 

if you are still hetf:b6£rt on -pteytfTg.'; 
through the import.r'tbere are sameri 
redeeming qualities about this pur-* 
chase. Besides beautiful packaging 
(double case with- :-a. collectable card 
and full color manuafflSfiKi'e Fencer has 
a companion CD pa£k£d in with a 
playable demo of FFS-and Erghiez. So 
when you're pulling your hair out in frus- *' 
tration, you can always pop in onejjf , 
these and blow off some steam. The FF8 
demo will make you yearn deeply for its 
delivery. The waiting J^mas... f 


During the 16-bit days, Quintet 
could do little wrong. With titles 
such as Act Raiser, Soul Blazer, 
Illusion of Gala, and Tenchi Sozo 
under their belts, it's with little 
wonder this company was recog- 
nized as not only one of Enix's 
most popular teams, but one of 
the Super Famicom's more pop- 
ular developers in general. Then 
came the world of 32-bit, and 
with it Quintet's separation from 
Enix. It's funny how once-great 
smaller companies seem to 
flounder on their own. First, It 
was the quickly forgettable Solo 

Crisis, and now we have Code R. 
More than just a bit abstract to 
their creation-themed titles of 
old, Quintet's latest release puts 
you in the role of a hip Japanese 
youth, who's only obsession in 
life is to race his car up and 
down the dangerous hills of 
Japan. Anyway, the graphics 
really suck, and the game's not 
that fun to play. Well, there's a 
kinda coo! replay mode 
god. Quintet, what the hell hap- 
pened to you?D -§}• 

KUammmmmM . fc> — ^ Ml — • . »| fc. — .4 a j j j^^ . 


-*£ '-Hudson try their hand at underwater adi/enture with 

Just the ticket for the sweltering 
summer heat, Hudson's b.i.u.e. 
Legend of water is one of those weird 
Japanese games that will probably 
never come out here, but it provides a 
very unique play experience. In 
b.i.u.e., you play as Maia, sort of an 
aquatic you-know-who with short red 
hair. Spending the majority of the 
game underwater, you'll team with 
Luka, a cute little dolphin who can be 

commanded by applying one of several Al routines to it. Together, 
you'll solve many an underwater puzzle and explore a wealth of 
incredibly glitchy environments. 

Apart from the undersea action, Maia can also interact with 
many different characters in the Resident Evil style interior sec- 
tions. Moving a cursor over "hot spots" allows you to move to or 
examine different areas gainingvaluable information and items for 
use later. The graphics in these scenes are acceptable with decent 
backgrounds, but the characters have joints that can't decide if 
they exist in this universe or not. And unfortunately, the bulk of 
the action, the real time underwater stuff, is strictly first genera- 

• tion all the way. There are seams and draw-in 
the likes of which few mortals have ever encountered. 

ut even with ugly graphics, I still found myself drawn in 
by b.i.u.e. Its pleasant musical score and laid back 5 
play were most soothing. Be warned, though, that there's 
quite a lot of Japanese text - a fact that caused me to get 
stuck a few times. I can only recommend it to the more seri- 
ous import shopper. C+ 

• developer/publisher hudson 


available in japan now 

We're not in Castle Caglioslro anymore... Lupin falls 

S ■ 


(A) Interact with others in 
Resident Evil-tike interior 
locations (B) Your dolphin 
can be controlled with 
simple Al commands. 

to game mediocrity once again... 

hy is it that one of the coolest Japanese anime stars always gets the short end of the 
stick when it comes to video games? I mean, what more could a designer ask for? 
Lupin has a great cast of characters and tons of amazing stories already in place. He even 
ves around (well, he's usually being chased) in a righteous little Mint Car for those oppor- 
tunistic 3D driving scenarios. However, as bad as, or perhaps worse 
than, his 2D crap-fest on the Super Famicom, Lupin falls prey to per- 
haps the single worst 3D engine ever to appear on the Saturn. We're 
talkin' like, Ghen War looks like a gem next to this heap. But, it is 
still Lupin. And as a big Lupin fan I will struggle through every inch 
of it for its few cool aspects, such as the decent skills Lupin has like 
dodging attacks and creeping about, excellent anime cut scenes, 
and the very cool soundtrack 
that mimics the feel of the show 
perfectly. This pain I will endure. 
At least they could have given 
me a camera! Like MM Dash, one 
must turn the backgrounds with 
the shoulder buttons. The 
humanity! Unless you really dig 
Lupin, stay miles away from this 
car wreck of a 3D game. D+ J 

(A) The Lupin model is actu- 
ally ok looking. The enemies, 
however, leave much to be 
desired. (B) Bust out glass 
and toot the place! (C) When 
the alarm sounds, Lupin's 
sidekicks come to the rescue! 

$4*4££t<&'4*4>%**4>4*4»*-<*^*' 4-i« * ^ 4. ■* % "O 

=31 JF 


• developer/publisher sega 

" - * 

* available in japan now 

• A cool soundtrack and unique theme make Wachenroder stand out... 

Normally when I frequent the land of strategy RPGs I lock myself into a trance of conceiltrati 
Shining Force 3, for instance, kills time at unprecedented speeds. With Wachenroder, I enterei 
• L realm of extremely cool "new-type" RPG concepts and art design, priming my gaming spirit for another 
IF journey into contended solitude. Ha! Instead, I've been crushed by mundane gameplay! 

It's all true. Wachenroder contains some truly stunning artwork. Gorgeous renders run rampant from 
intros to intermissions, flanked by remarkable hand drawn, brush stroked images soaked in lavish detail. 
A beautiful, superbly composed score blesses each screen with incredible ambience and atmosphere 
rarely heard in strategy RPGs. And then suddenly the reality of real time comes mercilessly streaking 
through the facade, robbing me of all hope. I discover average 3D landscape graphics and a clunky, unre- 
sponsive menu system. Still, I searched deeper. It's a Sega-made strategy RPG after all. There had to be 
' "another silver lining beyond those luscious static pics and incredible music tracks. Cool attacks maybe? 
No, and the 3D close-up battle graphics are poor - definitely along the lines of Shining Force 3, just a 
dozen times rougher. Alright, I told myself, good games should transcend weak 
visuals. I played and I prayed for more. Give me good battle scenarios, creative 
/ plot lines, unique enemy placement and A.I., just throw me a freakin' bone here! 
No, it's all just a little better than average, over and over again. 
So, as I recover from such turmoil, here's my honest recommendation: Pick up 
j Wachenroder if you have bizarre shallow urges like me. I'll still own it, because of 
the pretty pictures and cool soundtrack, but there's really not much of a gaming 
experience here when compared to highly involving (and playable) imports like 
SF3 Scenario 2. Speaking of which, I still need to beat Scenario 2 before 3 appears 
on September 15. My save game wiped clean at the last battle. Ouch! B- ifi 



• developer/publisher hudson • available in japan now 

Treasure's unforgettable 20 masterpiece flits the PlayStation in high style! 

Seeing as how the Saturn version of Treasure's Silhouette Mirage was one of the 
greatest 2D platformer-shooters ever, and at the same time highly underrated due 
to the Saturn's slow demise, Reprogrammed Hope (as it is subtitled in Japan) is indeed 
just that for U.S. PlayStation owners who will enjoy every inch of the game, minus a few 
background effects, this fall when Working Designs releases Silhouette Mirage here. 
Treasure have reprogrammed Silhouette Mirage in house, skillfully maneuvering this 
vast 2D gem of a game into the PlayStation's unwilling 2D gullet. How they've managed 
to squeeze in all but a layer of mist and a touch of parallax, I do not know. Silhouette 
Mirage not only encompasses some of the finest Japanese character designs ever 
assembled, but some of the most inspired play mechanics as well. The concept of the 
Silhouette and Mirage is brilliant. Every enemy has one of the aforementioned sides, just 
like Sil, the little saucer eyed witch that you control. To destroy or defend against ene- 
mies, you must first identify whether they are Silhouette or Mirage. Using the same side 
will push enemies back and/or block their attacks, while using the opposite side wil 
attack enemies. Defeating the spectral level enemies is a minor task compared to the 
outrageous end bosses, which require constant switching between your Silhouette and 
Mirage attacks. As a result, this game ends up being a character-based shooter with 
non-stop action and split-second strategy changes. Silhouette Mirage also features a 
wide variety of awesome effects as well as a truly energized soundtrack. In this case (a 
rarity) you'll actually be better served buy- 
ing the U.S. version. The imaginative story 
is worth experiencing and the packaging 
should be quite spectacular. A f 

(A) Pyrotechnics abound! Dizzying amounts of action and 
effects fdl the screen! (B) A silly game within the game - 
beat money out of this little fairy before moving on... 

(C) He doesn't look like this when you first 
meet him... (D) A boss encounter you will 

"hWeTfofgeT^eally. (E) Treasure whips out 

^tfrv big guns*— 

ffl\ & >?*"» * *•* * •*•#«« *»tfcViV«k*S i%&&&Sh§»&i$83f§ 


developer/publisher konami 


i > 

• available in japan now 



Here's a list ttl games from which to 
choose your next hatch of imports. It 
it's not oo She list, chances are it's 
either PachitiKo, Horse rasing, or 



Havit mini 

Metal Gear Solid Komi 

Dolphin's Dream Konami 
Blue Breaker Burst tfumso 

mm a 

Simulation RPG School Mil 
Toge Max Mas 
Bishibashi Special Konatni 
Spin Tail Bans'® 

Itadaki Street Gorgeous King Eoix 
Capcom Generation 3 Sapcotn 
Destrega Knei 

Become Pilot Pack in Soft 
End Sector iscii 
Power League Mot) 
Ralley de Africa Prism Ms 
Beat Mania Konatni 


Slayers Royal 2 ESP 


Simulation RPG School Mil 

Genso Suikoden Knoami 


Capcom Generation 3 Cascom 

Shining Force III: pt 3 $ffl 

Steam Hearts JGL 

Battle Ship Nadeshiko Ssga 


SD Hyryu no Ken 64 Culture Brain 

Konami's multiplayer extravaganza is tack in style 

Pointer's Point 2, KCET's sequel to last 
year's cult multiplayer hit, has arrived! 
We've heard from solid sources that a U.S. 
version of the game (to be called Poy Poy 
2?) isn't among Konami of America's 
upcoming conversions. Perhaps the origi- 
nal didn't sell too well, or maybe this type 
of game doesn't exactly "fit" into their new 
line up of hard-core action and RPG titles. 
Either way, it's clear that the first PP had a 
dedicated audience. When PP2 arrived at 
GR, surprised fans of the original were piping up left 
and right. Everyone seemed to think that they kick 
ass at this game. Needless to say.the muftitap was 
quickly retrieved from its drawer, challenges were 
met, and soon hours melted away... 

Pointer's Point 2 welcomes back almost every 
mischievous member of the original crew. There's 
Debuo, who survives the most punishing of attacks 
with high stamina, Dojiro the ninja, who blazes 
across the screen spreading havoc, and hard-cores 
like Apache who crush using the power of special 
weapons. In regards to special weapons, PP2 has a 
giant list of unique powers to choose from before 
each fight begins. In combat, you pick up items scat- 
tered around the level to throw at opponents in var- 
ious painful ways. By holding an item such as a log, 
boulder, or bomb, and triggering the special 
weapon, you'll convert the item into one of over a 
dozen powerful attacks. Homing glow balls, spread 
shots, teleportation, yo yo-like electric whips, ener- 

ar- > ••■ ■::::-:*Vr ■* 


gy fields, and spontaneous healing are among th 

best, while some, like the item dissolver, are appai 

ently included for comedy value. Battle stages i 

include a park, an extremely slippery iceberg, a > 

desert (complete with quicksand center), moai ruins, J« .,-*. ;4 fc»- 

and a modern stage loaded with wild lighting and 

hatching rock dinosaurs. Plenty of characters, piles 

of special weapons, and unique stages ensure PP2's 

lasting payability. 

There's little more to say. Konami has made very 
few significant changes to the Pointer's Point formu- 
la, but the new characters 
and weapons easily suffice. 
Another round of funda- 
mental multiplayer gaming 
is order, and the action is 
universally appealing 

across the board. B i£ - 

• developer/publisher riverhillsoft * available In japan now 


Explore incredibly detailed environments in RlwHill's latest offering., 

I almost liked the original Overbtood. It was "" 

ambitious, had a great premise, and aside 
from about a million quirky graphical and game- 
play shortcomings, was fun to play. 
Unfortunately, this anticipated sequel acquires 
many of these traits from the first, although the 
negatives are much easier to ignore this time. 

Now consisting of two totally different 
"exploring" engines, in Overblood 2 you'll either find yourself in the familiar (although much 
more enhanced) full polygonal mode when inside buildings, or on pre-rendered Parasite Eve- 
like backgrounds when walking around outside. Although the game cheats a bit by making 
everything ietterboxed, both of these modes are very impressive, 
and feature tons of lighting and texture effects. The frame rate 
studders a bit when the polygon backgrounds are present, but it's 
easy to look past, especially when you consider how far you can 
see and the lack of any major pop-up. It's because Overbtood 2 
looks this good, I can be a bit more lenient on the fact that, once 
again, it's not that fun to play. Much like the first game, you'll be 
wandering around for hours with little to do. The battles are still 
awkward, your character still moves like he doesn't touch the 
ground, and, although you're no longer faced with the red vest, it's 
apparent RiverHill still can't make a decent main character (what's 
with the Nash hair?). 

One thing's for sure, RiverHill didn't skimp when it came to pro- 
duction costs: with tons of FMV and game graphic cinemas, along 
'with hours of voice, Overblood 2 comes off more like a movie than 

a game at times. Yet, thanks to the 
often-dull gameplay, this title resem- 
bles its mediocre predecessor more 
often than not, and ends up as yet 
■-another ineredibly ambitious, but-ulti— ■• 
- mateTy flawed RlWHimoffertag**Gt ffl 


L SA — - 

€>€<«'£&&•€•« €-£-£^w ii « * 4 4. C 

it! 1 '. 

■3 T 

developer/publisher nintendo • available in japan now 

man sthmuiym 

Piekaehti and friends invade the N84 and hopefully don't inimA 

The highly anticipated Nintendo combat game has finally arrived 
after an unbelievable amount of media hype. Pokemon Stadium is 
more than just an extension for the already phenomenally popular 
Pokemon GameBoy title, because it brings to life the little critters in 
true 64-bit glory. From initial boot-up, the player is cast into a virtual 
stadium environment where they can choose from 40 different mon- 
sters. Either three or six can then be used to battle against CPU or 
human opponents. The real skill comes in trying to predict which mon- 
sters your foe will use, and soon you will be skilled enough to match 
their choices with suitably appropriate selection of your own. Then the 
monsters do battle in the stadium, until someone loses all of the team. 
Each monster has up to four unique abilities and attacks, some offen- 
sive and some defensive. During a battle you are able to change mon- 
sters in order to counter moves thrown against you. The game mechan- 
ics are all very simple, but within the simplicity lies a deep, tactical 
game of bluffing and skill. Of course the 
main feature of Pokemon Stadium is the 
64GB peripheral that comes bundled with 
the cartridge. This allows your GB Pokemon 
cart to be read by the N64 and thus allows 
any of the 151 monsters to be uploaded and 
used. Already huge in Japan, this game will 
undoubtedly catch on in our Western civi- 
lization, as it quite rightly should. Highly rec- 
ommended. B &£ 

Famous Japanese robots battle it oot in a Sunilain-tastie type scenario on NE4 

n a surprise N64 "beat-em-up- 
that's-quite-good" type fash- 

ion, Banpresto have revamped all 
your favorite robots of old, and 
produced Super Robot Spirits. 
Featuring eight initial playable 
characters, you can choose from 
sudh famous mechs as Shining 
Gundam, Voltes V, Master 
Gundam and more. All the usual 

fighting modes are apparent, including Guts mode, which is a cool 
name for Survival mode. Robot graphics and animation are good but 
are unfortunately let down substantially by weak playing areas. 
Bland buildings and sepia tones make the battle arenas look fairly 
drab, but the plethora of moves and supers available to the players make up for any 
other discrepancies. SRS has a good story mode incorporating bog-standard anime 
robot plotlines, but it all comes together quite nicely in the end. The fighting engine is 
one of the best seen on the system, which up until Rakuga Kids, was not saying much 
at all. The D-pad provides control (but still seems stiff and clumsy) and the buttons 
allow combat to commence. Each robot can fight standing on terra firma or a few hun- 
dred feet in the air. This provides a distinct Dragon Ball Z feel to the overall proceed- 
ings but, overall, it feels good to play. Good two-player action is where SRS really hits 
the mark, so if you are struggling for a bit of the rough stuff, then check it out. C+ &£ 

(A) Look at the size of that throb- 
bing death missile of justice. SRS 
features many different insane 

(B) The mighty flaming sword prepares to cleave an unsus- 
pecting robot in two. (C) Distance yourself from these guys, 
otherwise your toast. 

There's no denying the power of 
a good 2-player shooter. 
Guardian Force, brought to you 
by the Cotton folks over at 
Success, is a solid, slightly unre- 
markable 2-player overhead 
shooter. Of course it doesn't 
have to be played by two, but a 
shooter like this, which just 
barely goes beyond average 
(into the domain of "solid"), can 
be played over and over by a 
couple of willing shooter fanat- 
ics quite easily. GF's major 
appeal comes from the fact that 
you control little tanks. You have 



< rotation controls for the turret (a 
la Mass Destruction), a main fir- 
ing button, and a mega weapon 
that changes based on the 
power-up being used. Weapon 
effects are cool, the boss pat- 
terns are good and tough, and 
the graphically simplistic levels 
are fairly well designed. There's 
problems with tiny bullets, but 
eventually you'll bypass this 
through repetition and recogni- 
tion. So yes, Guardian Force is 
worth the money. It's no Radiant 
Silvergun (ha 1 .), but it's an 
intense little shooter to kill time 
between much better games. 



a > ^-3 • 5 •■* 3 >jt 4 .» . s & 

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Profits and Prophecies 

Ruin Explorers: Prophets & Prophecies! 

English Subtitled Version 

60 minutes 

Available now from A.D.V. Films 

Reviewed by: Dave Halverson 

Following the 
high quality of 
the first two 
episodes of Ruin 
Explorers, the final 
two see the return of the entire cast 
for a finale at sea and beyond that 
no anime aficionado should miss. 
There's even a pretty cool and 
rather unexpected surprise ending. 
First and fore- 
most, though, 
Ruin Explorers' 
character designs 
are fetching 

saucer-eyed cre- 
ations and the 
entire two-hour 
series is extreme- 
ly rich in color and 
highly expression- 
al, especially the cute little Wiggin, 
Tarn. The producers have made the 
most of the time and budget allot- 
ted, and squeezed in very ample 
doses of fluid battles and clever 
lighting with a minimum of still 
scenes where all you see are flutter- 
ing lips (I hate those). Picking up 
where part one left off, Ruin 
Explorers: Profits and Prophecies 
features more tongue in cheek 
humor along with plenty of adven- 
ture, magic, sorcery and just a 
touch of romantic comedy, as 

Tarn and Raja continue to fight over 
Prince Lyle. Gil and Galuff also 
reprise their roles, and they're as 
low down as ever. Of course, a bit of 
evil creeps in to keep things honest 
as well. Ruin Explorers isn't exactly 
deep, or heavy in terms of story line 
and you'll never get lost in any plot 
twists, but for what it is - swash- 
buckling anime fare - it's about as 
good as it gets. If 
you liked 

Gunsmith Cats 
amd Burn-UpW 
you'll no doubt 
find Ruin 

Explorers quite 
Looking back, I 
only wish that it 
was more than a 
mere four episodes (on two tapes) 
long. Hey, Burn UpW is making a 
come back, so maybe someday... 1 
highly recommend this series. B+ 

H^: " ^ WMBi 

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Dirty Pair Flash 

English Language Version 
go minutes 

Available now from A.D.V. Films 
Reviewed by: Bryn Williams 

The Lovely Angels are series continues 
back with a 
vengeance in this, the lat- 
est installment of high- 
inks from director 
Tomomi Mochizuki. This 
time, the notorious girls 
are assigned to protect a 
fellow agency member 
while he tries to uncover and solve a crime 
committed on Worlds World, a planet-sized 
theme park. The theme park recreates the 
20th century perfectly, even down to the 
crimes and sleazy individuals that inhabit- 
ed Earth back in the day. While on their mis- 
sion, Kei and Yuri encounter cross-dressing 
maniacs, insane robots, haunted houses, 
conartists and deadly computer viruses. Of 
course, all these ingredients make for an 
action-packed ninety minutes of wise- 
cracks, explosions and bad jokes, but hey, 
that's what makes it fun! The volume con- 
tains three episodes, and the Dirty Pair 

in the 
same sexy, witty style as 
previous episodes. 

Unfortunately, it must be 
said that the dubbed 
American voices are 
extremely irritating, but if 
you can ignore this, then you 
will be able to appreciate the 
rather good animation and 
story lines within. B- 

mm * 


r siNm 


In Development now 
Available 1999 from 
A.D.V. Films 

Here's a pleasant turn of events... For the 
first time ever, an American bred PC game 
is becoming a modern day Japanese anime, to 
be drawn and animated in Japan (by none other 
the Sonoda Kenichi of Bubblegum Crisis and 
Gunsmith Cats fame), based on an original 
story by Ritual Software and distributed by ADV 
Films! SIN, an awesome looking new 3D first- 
person shooter (you can read all about it in this 
issue) follows the story of John Blade, a mem- 
ber of the Hardcorps, a government security 
force implemented some 40 years into the 
future. It's a long and very intriguing story, and 
judging by these fantastic character designs, 
the anime will be just as involving. More soon... 

Bubblegum Crisis 







m i *- *■ 

The O/i/v 
Official Strategy Guide for 

Akuji the Heartless! 

On sale November 1998 

Call for pre-book special! 

To order, call: 1.800.691.7886 [TlILLENNIUffl 

I' U I? I. I C A T I O N S INC 

<S£j3JS> anime top five 



top nsie nroxme 

2. Ushio&Tora ADV Films 

3. Darkstalkers VIZ 

4. Cyber City OEDO Manga 

5. My Neighbor Totoro Fox 

m. neiton 

1. Patlabor CPM 

2. DragonballZ Pioneer 

3. M. Knight Rayearth Clamp 

4. Slayers Software Sculptors 

5. Blu 


d ADV 



—' '- 


Ig^H ■ 

IHI ■ 


To enter the ADV/Gamers' Republic Top Five 
Anime Contest, simply send us a list of your 
favorite five anime, new or old. Make sure to 
include your name, address and age, and 
send it to: Gamers' Republic Top Five Anime, 
32123 Lindero Canyon Road, suite 218, 
Westlake Village, CA 91361. First prize is 
Shinji's EVA-01 (which stands over 20 inches 
tall) and Evangelion 1 through 13W Second 
Prize: Any two ADV releases and an ADV T- 
Shirt. Third Prize: Any 1 ADV release. All 
three winners receive a GR subscription. For 
your free ADV catalog (and this is one cool 
catalog) write to: AD Vision, 5750 Blintiff 
021/, Houston, TX 77036. 

T «T" 




P ■•• £ 


5 F 

gr Reader s urvey 


Address . 



e-mail address 

What is your age? 

How much time do you spend reading 

If so, is it used for gaming? 

□ Yes Q No 

each issue of Gamers' Republic? 

How many hours a week do you play 

□ less than 30 minutes 


□ less than one hour 

□ under 5 □ 5-10 

O one to two hours 

□ 10-20 □ 20-40 

Q more than two hours 

□ more than 40 

How many times will you go back to 

How many console games do you pur- 

look at a previous issue? 

chase per year? 

□ 1-3 □ 4-6 

□ New: 

more than 6 

□ Used: 

How many people do you show the 

How many PC games do you purchase 

magazine to? 

per year? 

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□ New: 

□ more than 6 

D Used: 

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How many games (PC or console) do 

rently purchasing ? 

you rent per year? 

□ EGM 


□ GamePro 

Q Next Generation 

What are your favorite PC/console 

□ PC Gamer 


Q Computer Gaming World 

□ 2D Action Q Role Playing 

□ PSM 

□ 3D Action Q 2D Fighting 

□ Other: 

□ Action/RPG Q 3D Fighting 


□ Arcade Racing Q Soccer 

□ Racing/Combat □ Golf 

Where do you buy most of your maga- 

□ Flight/Race Sim □ Football 


□ 3D Shooting □Baseball 

□ Software store 

□ Puzzle □ Basketball 

□ Bookstore 

□ RTS □ Tennis 

□ Newsstand 

□ Corridor □ Futuristic 

Q Grocery/Drug Store 

Shooter Sports 

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□ Other: 

□ Subscription 

□ Other: 

Do you prefer hand drawn or polygo- 

nal characters? 

Which system(s) do you currently 

□ Hand Drawn □ Polygonal 


□ Nintendo64 Q PlayStation 

Are you offended by violence and/or 

O Saturn □ Genesis 

nudity in video games? 

□ Super NES Q GameGear 

□ Yes □ No 

□ Gameboy 

D Other: 

Do you or would you buy a game 


Do you own a PC? 

□ Yes '□ No 

□ Yes □ No 

-> ' 


HI :■» 



i -4 f 

• > 


While you could fill out the information on 
this page, carefully tear it out, and mail it 
to the address below, may we suggest 
making a photocopy first? Or better yet, 
buy two issues of GR. One to cut up and 
one for your collection... 

Where do you purchase your games? 

□ Local retailer 

□ Phone/mail order 

□ Online 

□ Other: 

Do you purchase import games? 

□ Yes □ No 
If so, why? 

□ Game not available in U.S. 

□ Import has better packaging 

□ Game comes out in Japan first 

□ Other: 

Do you buy Japanese animation? 

□ Yes □ No 

If so, how many videos per year? 

□ 1-3 □ 4-6 

□ 7-10 □ more than 10 

Do you prefer anime subbed or 

□ Subtitled □ Overdubbed 

s "< 

Tell 'em what they 
could win, Johnny! 

This month it's an ultimate PC gaming 

system, including a 300 mHz Pentium 
2, Voodoo 2 Card, Sound Card, 
Speakers with subwoofer, 19" monitor, 
plenty of RAM and disk space, and a 
year's supply of Rice-a-Roni, the San 
Francisco treat. A winner will be select- 
ed at random from surveys we receive. 

Send your completed survey forms 
to: Gamers' Republic Reader 
Survey, 32123 Lindero Canyon 
Road, suite 111, Westlake Village, 
CA 91361 

On second thought, let's nix the Rice-a-Roni, and 
just give away the computer. 






^-^(=(~CD M 


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Note: cooes are for the Japanese version 

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Alternate coiors: 

sZ":^^r r; atthcstatistics 


™^SELECrZ^Z N : C - L " T +^"TAr 

Preview ship: 
Joker cup TR4CKS . 

*<•"" TRACKS: 

«**»«>- GENp^ Z E Es§ £N,W "*» **' 

V'EW lead TIME; 

Preview ship- 


CUSTOMISATION SCRe'/n r ' °* M """« » 

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Big players- 

Enter BIG BEN as a name at t, 

Small players- 




Reversed animation 


ation screen. 




JNB^PS IMF * .#4 

page 113 

cm'/.' w all formats 

i- i 


Kid mode: 

Pkss C-Down, C-Up /? i 7 
section screen. ' ™ mission 

B, G feet MODE- 
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sl °»seLUT,oHscR £ m ,C ' UFTATT "£ mis- 
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MISSION SELECTIO, fscR E f'T- ^^ * " W 


Turbo mode.- 


™css C-Up, Z C-Up 7 rn 


Hidden tr Ai 


' m ™ THE Proecs. 

Fight as Master Gundam: Defeat Master Cundam three times in 
story mode. master gundam should now be selectable in story 


Fight as Devil Gundam: Successfully complete story mode using 
all characters. then, select master gundam as a fighter and 
defeat Devil Gundam in 64 mode. 

Fight as /udecca: Accumulate at least three hundred hours of 
game play. 

Super mode Shining Gundam: Win at least twenty matches as 
Shining Gundam in vs. mode. Then, highlight Shining Gundam on 
the character selection screen and press start. 

'»G£ M0D . ™* s - e arn a 100% SKI , , , r 



,_ -/ LnJOr—l—CJ 


POB 234 DEPT 11058 


INT'L 802-767-3033 FAX 802-767-3382 
or call 1-800-600-4263 

Source Code 11058 


Tmf Release 

ASCII Aftershock Wheel 10/98 
ASCII Sphere 360 06/98 

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Apocalypse 11/98 

Balman & Robin 07/98 

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Big Air 11/98 

Bomberman World 09/98 

Brave Fencer Musashiden 11/98 
Breath of Fire 3 05/98 

Brigandine 11/98 

Bjshido Blade 2 11/98 

C&C Red Alert Retal 08/98 

C:Contra Adventure 08/98 

Capcom Gen Ghoul/Ghost 10/98 
Cardinal Syn 08/98 

Castle of Deception 09/9B 

Centipede 11/98 

Clock Tower 2 09/98 

Colony Wars 2 Vengeance 11/98 
Cool Boarders 3 10/98 

Crash Bandicoot Warped 11/98 
Death Trap Dungeon 04/98 

10 9S 

Dragon Warrior 
Duke Nukem Time Kill 
ESPN X Games ProBrdr 

Elemental Gearbolt 
F1 Racing Sequel 
FIFA Soccer 99 



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Fifth Element 

Final Fantasy 8 

Final Fantasy VII 

Formula 1 98 

G Shock 


Gran Turismo 

Grand Tfiett Auto D.C. 

Granstream Saga 

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Heart ot Darkness 

Indy Jones Infernal Mach 

Intl Super Soccer 98 


Kensei Sacred Fist 

Knockout Kings 

Koumeiden Saga Zhuge 

Kula World 

LAPD 2100 

Legacy Kain Soul Reavr 

Lufia 3 

Lunar Silver Star Story 

MLBPA Bottom 9th 99 

Madden Football 99 

March Madness 99 

Master of Monsters 


Mega Man Nova 

Metal Gear Solid 


Monster Rancher 

Release Price 

11/98 S42.99 

09/93 S44.99 

08/99 S54.99 

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Mortal Kombat4 
Moto Racer GP 2 
N2Q Nitrous Oxide 
NBA Fastbreak 99 
NBA In the Zone 99 
NBA Live 99 
NCAA Game Breaker 99 
NFL 08 Club 99 
NHL Hockey 99 
Need for Speed 3 
Newman-Haas Racing 2 
Ninja: Shadow Darkness 
OddWorld Abes Exodus 
Ogre Battle 

Other Life Azure Dreams 
PSX Controller 
PSX Memory Card 
PSX System 7000 
Pac Man 3D 
Parasite Eve 
Pocket Fighter 
Point Blank 
RC Stunt Copter 
Resident Evil 3 

Rival Schools 
Romance 3 Kingdoms 5 
Rosco McQueen 
Rush 2:Extreme Racing 



06/98 $44.99 

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09/98 S42.99 

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11/98 S43.99 

12/98 S51.99 

05/98 $39.99 

09/98 S42.99 

08/98 $49.99 

09/98 S42.99 

11/98 S59.99 



Bo mbe i man Hero 

Castlevama 64 

Cu'S'n the World 

Deadly Arts 

Dual Heroes 

Duke Nukem 3D 

Earthworm Jim 

Extreme G 2 

F1 World Grand Prix 

FIFA Soccer '98 

FOX Sprt Coll. Hoops 

Fighting Force 64 

Flying Dragon 



GT Racing 

Harrier 2000 

Int'l Super Soccer 98 

Knite Edge 

Legend Mystical Ninja 

Mad CatzDual Arcade 

Madden Football 99 

Mission Impossible 



Joy 08/98 





Mortal Kombat 4 
N64 Controller Blue 
N64 Memory Card Plus 
N64 System 
NBA Courtside 
NBA Live 99 
NFL QB Club 99 
NHL Breakaway 99 
Perfect Dark 
Quest 64 
Rally Racing 
RayMan 2 
Rev Limit 
Road Rash 64 
Roadsters 98 
Survivor Day One 
Tomorrow Never Dies 
Top Gear Overdrive 
Turok Dinosaur Hunter 2 
Twisted Edge Snowbrd 
WWF Warzone 
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06/98 S52.99 

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09/98 S65.99 

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10/98 S64.99 

11/98 559.99 

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07/98 553.99 

Albert Odyssey 
Burning Rangers 
Dark Savior 
FIFA Soccer 98 
Game Shark 
House of the Dead 
Last Bronx 
Legend of Oasis 
Madden FB 98 
Magic Knight Rayearth 
Mortal Kombat Trilogy 
NBA Live '98 
NHL Hockey 98 
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Panzer Dragon Saga 
Shining Force 3 
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Sky Target 
Sonic R 
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07/97 $33.99 

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1943 Euro Air War 
Age of Empires 
Age of Empires 2 
Age of Emprs Rise Rn 
Alpha Cenfauri 
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Battle of Britain 1940 
C & C 2: Tiberian Sun 
Caesar 3 
Close Combat 3 
Civ 2 Multiplayer Gold 
Civ 2 Test ot Time 
Civilization 2 Seen 
Civilztn Call to Powr 
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Ed 08/98 




Independence War 

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Lands of Lore 3 

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MS Combat Flight Sim 

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People's General 

Populous 3 

Railroad Tycoon 2 



Road to Moscow 

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Settlers 3 

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Total Annih War Chest 
Total Annihilation 
Total Annihilation 2 
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Ultima Online Gold 
W.A.P. Israeli Air Frc 
Warcraft 2 Platinum 

09/98 S47.9! 

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Warlords 3 Dark Lords 08/98 S34.99 

06/99 $48.9! 
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Warlords 4 

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WW 2 Fighters 10/98 S44.9! 

Canopus Pure 3D 2 12MB06/98 $299.0! 
Dmnd Mnstr3D II 12MB06/98 $19999' 
CH EXL 500 Racing Set 09/98 S99.9! 
CHGamestick3D Jystck 09/98 $45.9! 
Gravis Xterminatr Gm Pd 07/98 $43.9! 
MS Sidewinder FFWhl 09/98 S149.91 
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Saga Frontier 

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Test Drive 5 

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Tomb Raider 3 

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Twisted Metal 3 

Uprising X 

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Release Price 

03/98 S39.99 

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11/98 $44.99 

01/99 $44.99 

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07/96 $33.99 

12/98 546.99 

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1830RR&RbbrBrons 12/94 

Advanced Squad Leader 12/94 

Axis 8i Allies 11/94 

Battletech 4th Ed. 

Circus Maximus 

Colonial Diplomacy 

History of the World 

Hobbit Adventure 





i Men 12/94 


Samurai Swords 
Warhammer 40K 
Wooden Ships Irr 
AD&DDMGuideRPG 02/95 
Call of Cthulhu 5th Ed.RPG07/98 
Conspiracy X RPG 09/96 

DeadlandsRulebookRPG 10/97 
GURPS Rulebook RPG 02/95 
Heavy Gear RPG 08/95 

Rifts RPG 06/95 

Shadowrun 2nd Ed.RPG 12/94 
StarWars RevisedRPG 01/97 


Alundra 02/98 S12.9! 

Banjo-Kazooie 07/98 S9.9! 

Breath ot Fire 3 06/98 $13.9! 

Castlevania:Synph Nt 10/97 $10.9! 

Conker's Quest 12 Tales 01/99 $10.9! 

Diablo 03/98 $12.9! 

Final Fantasy Tactics 01/98 511.9! 
Final Fantasy VII 

Goldeneye Unauth 
GranStream Saga 

1 1/97 S14.9! 

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Legacy of Kain 

Legend of Zelda 64 

Lunar: Silver Star StorComp08/98S11. 

Metal Gear Solid 10/98 $10. 

Mission Impossiblt 

Mortal Kombat 4 


Ogre Battle 
Quest 64 
Resident Evil 2 

Tactics Ogre 
Tekken 3 
Tomb Raider 3 
Turok 2 

Vandal Hearts Unauth 
Warcraft 2: DrkSaga 
Yoshi's Story 64 

07/98 $16.! 

06/98 $11.! 

08/98 $10.! 

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04/98 S9-? 

-.!?:; [HiFSSBITS. INC. 

Visa, MC & Discover accepted. Checks held 4 weeks. Money Orders under S200 same as cash. COD S8. Price, release, availability, shipping times 
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'LEGEND OF ZELDA' Link is hack to explore new worlds & rescue I 
Princess Zelda from the evil clutches of Gannondort. Explore massive, [ 
mystical 3D worlds, gleaning information from natives & battling boss- 
es. Make use ot maps that are specific to each level & use the 3D a- 
tion button to circle your enemies or objects of interest. 

Nintendo (Roleplaying) I 
Release: 11/98 
N64 I 

R A '. DE R 

TOMB RAIDER III' Lara's off to 
| even more exotic locations this 
time around, from the blistering 
| deserts of India to the lush 
islands of the South Pacific. 
I Choose your destiny by selecting 
I the order in which you play each 
I of the 4 adventures. Revamped 
le engine, new reflection sys- 
, vastly improved Al, new spe- 
jiffects (rain, snow, fire, & 

Eld us 


Release: 11/98 


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Lj .STAR- WARS m 1 



SQUADRON" Defend the Rebel 
Alliance piloting X-Wings, Y- 
Wings, A-Wings, & more against 
the TIE Fighters. AT-ATs & AT-STs 
of the Empire. Mission types 
range from rescue to reconnais- 
sance, dogfights to search & 
destroy. Explore 3D worlds on 
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n $64.99 

Lucas Arts 


11/98 PC 

9/98 N64 

ister traps and capture human 
prey. 3 different casties & 32 lev- 
els of devious traps and pre-set 
hazards. Set up combos to wipe 
out multiple enemies and reuse 
the deadliest traps later. Turn your 
captives into zombies and were- 
wolves that do your bidding. 

Tecmo (Roleplaying) 

'METAL GEAR SOLID' redefines 
the action/adventure genre on 
Playstation. It's a spy action 
thriller that involves covert activi- 
ies, and tons of weapons & com- 
nunications gear. The movie-like 
plot puts you right in the middle of 
friendship, betrayal. & even 
romance, as you attempt to 
accomplish your military mission. 

Konami (Shooter) 

Release 10/98 



suo^iiflJe'' j,2, !' 
strateaM duides' 

"MS: :!!"'!:: Hj:,..:jjj 

<3> 1998 Millennium Publications Inc. All fights reserved. 

Justice Schools 

Soundtrack Arika 

| Justice Schools proves that while 
the game may be fundamentally 
exquisite, the soundtrack is noth- 
ing more than a bunch of average 
video game tunes. There are 44 
audio tracks on the CD, including 
incidental spot effects and jingles, and also the main 
themes from each level. Unfortunately, none of them 
are as memorable as those of the Sfreef Fighter 
scores that are loved and appreciated by the fans of 
the genre. This said, the main bulk of the tracks 
blends into the game reasonably well, but consider- 
ing Capcom's past aural achievements, Justice 
Schools seems to have suffered from blandness 
beyond measure. By all means check this CD out if 
you are a Capcom freak of nature, but if find yourself 
ignoring the tunes while playing the game, then 
don't even bother to buy the soundtrack. Without a 
shadow of a doubt. Justice Schools is a topnotch 
fighting game, but swerve this CD for sure. 
Bryn Williams 

Deep Fear pi 

Soundtrack Sega Enterprises, LTD. IEM 

While as a game Deep Fear might 

be a bit crap, at least there's some 
'.r"t)5S£|> redemption in the soundtrack. 

Composed and arranged by the 
' ; ' ',-.■' man who brought us the tunes 

behind such classic anime as 
Ghost in the Shell and Patlabor, Sega certainly made 
the right move securing Kenji Kawai for their last 
major Saturn title. Resembling more of a movie 
soundtrack than what you'd find in a game, the 
selections in the Deep Fear soundtrack are long, 
complex, and not quite as catchy (I doubt you'll be 
whistling any of these tunes) as what you might be 
used to, but it represents the dark mood of Deep 
Fear extremely well. There's even a bit of campy orig- 
inal Star Tre/c-ish female vocal "wailing" going on, 
and a lot of strange breathing - I guess all there to 
make you believe you're underwater (the game's set- 
ting), or something... 
Ryan Lockhart 

Azel: Panzer Dragoon RPG pi 

Soundtrack Marvelous ICil 

I m obliged to mention the type of 

BP*5a Panzer Dragoon Azel (Saga) 

JJ*V;j£ : soundtrack we have. It's a package 

containing a music disc with many, 
I but not all, of the game's tracks, 

and a short playable demo of the 
game itself (a journey through disc one's mesmeriz- 
ing watery canyons). The full score is a twin disk, 40+ 
track complete compilation, available now. On this 
music disc, many of the game's best tracks are 
chronicled. Clocking in at 51 minutes over 18 tracks, 
chock-full of "...good vibrations from noise" (as the 
CD label states), the sounds are ambient, the layers 
are rich, and composition's excellent. If you've 
played through the game, you'll remember the exot- 
ic accompaniment well. In the vein of Panzer Zwei 
(95% PCM), these tracks consistently evoke a sense 
of wonderment and adventure, even without the full 
44.1 kHz treatment, while stil 1 >«^*»-J***» u*-™* -f 
each unique environmeji 
mended. f~^ 

DLR Band 

David Lee Roth Wawazat! .'Records 

I DLR Band proves one thing: Van 
Halen need Roth a lot more than 
. Roth needs Van Halen. On his first 
I Indie release, DLR whips out the 
old Eat 'em Smile tactics with 
added wisdom and musical 
prowess. After the tragedy that was Van Halen 3, it's 
nice to hear shades of what could have been, as 
Dave has come to his senses, ditched the lounge act 
and re-entered the genre he helped mold. Where he 
found John Lowery, who sounds uncannily like Steve 
Vai, I do not know, but this man can shred. While a 
few selections are a tad bluesy, for the most part, 
DLR Band is just ass kicking rock, although two 
tracks "Going Places" and " Black Sand " have all the 
''glimmer of any pastVH slow song -a far cry from the 
heavy handed "King of the Hill" rounding out my top 
three selections. While DLR Band isn't for the ear- 
ring in the forehead set, it mainly covers women, 
fast cars, and way to much testosterone, and it sings 
like a little birdy on a branch to all of those who miss 
the heyday of VH, Ratt, Cinderella, Motley Crue, 
Rush, and the like. It's now a studio apt., but wel- 
come home. 
Dave Halverson 

Renaissance Presents: 

lan Ossia & Nigel Dawson Passion 

Rid dim warfare 

DJ Spooky Outpost Recordings 

Remember the first time you 
played Wipeoutl The perfect blend 

ence? Well, here 5 the future 
soundtrack for your next racing 
game experience. A captivating expansion of the 
definition of sound, Renaissance Presents Volume 1 
is insanely brilliant. While the domestic music scene 
is still clamoring to find the new "it" in music (stuck 
in 1980's retro-polis, it seems), Britain continues to 
define the future with music that years from now 
America will perhaps one day understand (probably 
not). Forget aging has-been rockers, Ulith-whiners, 
and wanna-be gangstas that seem inescapable in 
the U.S. nowadays. Across the Atlantic, at UK 
events such as Renaissance and Cream, DJ's are 
inducing listeners with refreshing mixes and non- 
stop grooves that reflect a diverse combination of 
styles. A two disc set of floor-filling mixes by lan 
Ossia and Nigel Dawson, the album is without a 
Gregory Han 

Spooky's newest is the best CD I've 
heard all issue. From the intro 
track, "Pandemonium," you know 
Riddim Warfare is going to be a 
— showcase of luscious mixing. Also, 
Spooky's production standards seem to be better 
than ever. There are lots of unexpected sources, like 
acoustic guitar sets, chants, and classical strings. 
And while you may be accustomed to Spooky's "ill- 
bient," ultra-layered, dub-infused soundscapes, 
Riddim Warfare includes many radio friendly tracks, 
too, such as "Object Unknown" (with hip-hop classic 
Kool Keith on cameo vocal duty), and "Rekonstruc- 
tion," lyrically mastered by Organized Konfusion. 
Check out "A Conversation," a manic Dj duel using 
"Dumb Mutha Fucka'" (from the Synthetic Fury EP) 
as wax basis, "Peace in Zaire," a trippy 8-minute dub 
epic, or "Post-Human Sophistry," a massive layering 
of D&B-ish abstractions. Riddim Warfare is still too 
hard-core for some, but that's part of its appeal. 
Mike Griffin 

Daytona 2 

Soundtrack Marvelous 

& Butt-Head wears 
a Winger T-shirt 
should be warning 
enough about the 
I tunes contained within this 2-CD set. 
Yes folks, that's right. Winger were 
ent to record 
the soundtrack for Sega's imminent 
Daytona 2 racer. The game will, of 
course, be phenomenal, so the ques- 
tion must be asked: why the hell 
L atJ_am 

about to say is professional suicide 
for me, I actually think the music 
suits the game very well. Japanese 
audiences will be buying this in 
droves. It's so cheesy that it really 
gels well with such a prestigious title 
as Daytona 2. The songs are 
heavy/soft porno-rock with laugh- 
ably amusing lyrics, and the 2 CDs 
contain original and instrumental 
versions. I strongly suggest you get 
caught up in the frenzy of Daytona 2 
fever before realizing that you 
should part with cold hard cash for 
such a product. 
Bryn Williams 

Resident Evil 

Soundtrack VIZ Music 

Two years. That's 
[ how long this 
soundtrack has 
been out in Japan, 
Zfi ' based on a game 

^ that's even older 

than that. You have to wonder why 
Viz picked this particular time to 
release Resident Evil: Original 
Soundtrack Remix. Whatever the rea- 
son, it really doesn't matter, as this 
CO is so good, I'm just happy it's 
being released domestically. Resi- 
dent Evil was a classic game, and it 
had a classic soundtrack full of deep, 
foreboding tracks, all excellently 
composed. RE Remix allows you to 
enjoy this music once again, but now 
with the benefit of additional instru- 
ments. Even "The Moonlight Sonata" 
(ahem), the tune you had to dink out 
on the piano, is here as a full multi- 
piece presentation, along with 
enhanced versions of every other 
song you can think of. The 34 tracks 
take you back through the game in 
order, and even keep the spirit alive 
by including voice and sound effect 
samples. Great stuff, and a must-buy 
for any RE fan. 
Ryan Lockhart 

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Star Soldier 

Soundtrack Pony 

a game music BGM 

&^ CD based ora a cart 

^ ' game includes 

arranged versions 
of choice selections. Such is the case 
with Ichiro Shimakura's Star Soldier 
Vanishing Earth soundtrack from 
Scitron, which includes two arranged 
scores comprising 10 of the CD's 54 
minutes of hard-core shooter-tastic 
techno. This is some of the best Nin- 
tendo 64 cart musk to date, on par 
with the likes of Treasure's Mischief 
Makers and Konami's Rakuga Kids, 
two other cart music powerhouses. 
SSVE is one of those games that is 
driven by its score, and music that 

at least the gamers soul. 
Dave Hatverson 

Brave Fencer 

Soundtrack SquareSoft 

~ Three words: P, 
aging and illustra- 
tion book. (Ok, 
four.) Not only is 
Tsuyoshi Sekito's 
BFM soundtrack 
one of Square's most epic, but it 
comes in an incredible fluorescent 
orange box with embossed art. and 
an extremely cool illustration book 
depicting character art and concep- 
tual sketches. Accept no substitutes 
(especially of the cheesy Taiwan 
variety) and look for the authentic 
Japanese version only, please. The 
music, a two-CD, 78 selection set, of 
which you'll listen to a thousand 
times, is a legendary compilation of 
orchestral rhythms and progressive 
tones delivered as only Square 
Tsuyoshi can. This is game music at 
its finest. 
Dave Halverson 

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Put together a fast-talking, loudmouth cop with a quiet, masterful, martial arts pro detective, and you 
have a recipe not for disaster, but for the latest buddy movie. It's been 12 years since Jackie Chan 
starred in an American production, but now he's kicking back with Chris Tucker in Rush 

Chan is Detective Inspector Lee, the only man capable of capturing one of Hong Kong's 
most powerful crimelords, Juntao. With the help of the Chinese Consular (and lots of kick- 
ing and punching, of course!}, Lee manages to uncover more than $500 million in art, 
weapons and drugs. But this is not the end of the story - it's merely the beginning, and 
juntao is about to make a sinister return. 

When Consul Han is sent to LA on a diplomatic mission, his daughter is abducted and 
her kidnappers are demanding $50 million for her return. Although the FBI assures Han 
that his daughter will be returned safely, Han only trusts one man to do the job properly, 
and that man is, of course, Detective Lee. But this is America, and the FBI isn't too happy about outside 
interference, so they assign rogue detective James Carter (Tucker) to keep Lee away from the case. 

Lee soon manages to slip away from Carter and infiltrates the investigation. However, as the FBI does- 
n't seem to want the help of either of them, the reluctant misfits (who can't even agree on what music to 
play in the car!) decide to team up and take on the case themselves. With the help of L.A.P.D. bomb expert 
Tania Johnson (Elizabeth Pena), they become caught up in a deadly scenario— that is, when they're not 
totalling a whole city or leaving a trail of chaos behind them. 

Expect to see all the usual array of action, amazing martial arts and death-defying stunts from Jackie 
Chan, coupled with the wise-cracking humor of Tucker, which together make a surprisingly entertaining mix. 

Angela Harrod ■ ^m 


From cult movies to blockbusters... film entertainment for the video gamer 


What's the connection between a samurai warrior 
and a mysterious briefcase? The answer is Ronin. 

First I'll clear up the samurai thing: a warrior who 
is sworn to protect his liege lord, but fails and his 
liege is killed, would suffer great shame and would 
become a bandit-for-hire, or Ronin. 

Now you get the idea for the suspense-thriller 
movie Ronin; it's all about honor and defending 
someone or something that you would die for. Only 
this time it's a silver briefcase. What's in the rogue 
receptacle is a complete enigma to everyone except 
the mysterious employer who hires Sam (Robert De 
Niro) and an international covert ops team to steal 
the case. But loyalties are on offer to the highest 
bidder, so the real motives of the group are as 
unknown as the contents of the case. 

The members of the team are all strangers to 
each other, but are experts in their field, including 
weapons specialist (Sean Bean), French coordinator 
Vincent and Deirdre (Natascha McElhone), an Irish 
operative who is also the client's only contact. 

Producer Frank Mancuso jr. describes Ronin as 
" aggressive story that doesn't get lost in the 
mechanics of an action film." This may well be true, 
but there's still plenty of action scenes, an intriguing 
plot and an array of more-than-decent actors to 
make this a must-see. 

Angela Harrod 

if there's one creature in this world with little 
chance of being an individual, then it has to be the 
ant, and that's the focus of new computer animation 
movie An tz. 

Starring some very famous voices (Woody Allen, 
Sharon Stone, Sylvester Stallone to name a few), 
the story follows Z-4255 (Allen), a congenital misfit 
who just wants to be his own insect and do things 
his way. This doesn't go down too well with the 
other members of the colony, and Z finds himself in 
over his antennae, especially when he falls for the 
daughter of the Queen, Princess Bala (Stone). 

A remarkable twist of fate saves the day for Z, and 
transforms him from a mindless nobody to a hero. 
Not just a hero, but a revolutionary who leads the 
way for singularity and being an ant in one's own 

Not surprisingly for Dreamworks, the animation 
and effects are truly stunning. Although we're get- 
ting used to movies made entirety from CG, it's 
always good to see things going one step further 
with more fluid, detailed animation and characters, 
and Antz does just that. Coupled with a decent story 
line, this should be a blast. Next time you're reach- 
ing for the bug spray, think again; that might be a 
tiny revolutionary you're blasting off the face of the 

Angela Harrod 


It's rare that a DVD of a TV series will make the 
hallowed movie pages of GR, but once in a while an 
exception comes along, and Merlin is pretty excep- 

A first in any Arthurian adaptation, the story 
revolves around legendary sorcerer Merlin (no 
pointy hats and long white beards here) played ably 
by Sam Neil!. The story follows Merlin's life through 
to old age, but centers mainly on his confrontations 
with the evil Queen Mab (Miranda Richardson), his 
quest for the Holy Grail, educating King Arthur and 
his lifelong love for Nimue (Isabella Rossellini). The 
all-star cast also includes Helena Bonham Carter as 
the evil Morgana Le Fey, Martin Short as Mab's side- 
kick Frik and Rutger Hauer as Lord Vortigern. 

As well as the story being totally enchanting, the 
visual effects are amazing. Merlin has a staggering 
500 special effects, compared to a big-screen movie 
with an average of 150. All effects blend seamlessly 
and vary from morphing characters to fiery dragons. 

Downsides? To be honest, I can't think of any, 
and who am I to argue with 15 Emmy nominations? 
Whether or not you're into the Arthurian Legend, 
this is seriously good stuff. 

Digitally Mastered DVD enhancements include 
"Making of," Production Notes and Cast and Crew 
information. 140 minutes. 

Angela Harrod 

j*nmenfr r^sH ¥&^smnmwn 

an interview with Jackie Chan 

GR: Although many of your movies are light-hearted, Rush Hour seems much 
more humorous. Do you enjoy humor or prefer things a bit more serious? 

JC: Yes, I do prefer to make people laugh than to make them cry! Imagine, you 
can hardly say to a friend, "Go to see that movie and have a good cry!" 
Did you sustain any injuries during the filming of Rush Hour? 
Fortunately not! Americans are so much more careful with stunt work. It is a lux- 
ury that we Asian coun- 
terparts cannot afford 
yet! Guess [the] life of a 
martialartist is by com- 
parison "cheaper" in 
this part of the world. 
We just use our guts 
and do it! No insurance 
or union to stop us! 
Are you witling to try 
any stunt the directors 
may ask of you, or is 
there ever a point where you tell yourself "This is too dangerous— I have to 
draw the line here"? 

Of course! I'm no superman! Frankly, we do not have the technical know-how our 
American or even Japanese counterparts do. But in our own way, we learn from 
experience. We know when we can do something and when we can't. If you ask 
me to jump down from the 15th floor without empty carton boxes laid out (note: 
it's carton boxes, not air bags!), I will not do it! 

Did you do a lot of the martial arts consulting on the movie, or did they have a 
separate choreographer? 
I had the opportunity to work with 
one of the best in Hollywood: Terry 
Leonard. I've known him for quite a 
long time. Our ways may be differ- 
ent, but we respect each other's 
work and my boys and me get along 
fine with him and his assistants. We 
made a good team. 
What was it like working with Chris 

Chris is a very "serious" comedian. 
He may seem jovial and casual, but 
he makes it a point to view every 
single shot after shooting to make it 
perfect. I think he will be one of the 
top in America soon. My only diffi- 
culty sometimes is he talks so fast, I have trouble catching every word he said. 
My loss— I probably missed a lot of jokes! 
Do you have a favorite scene in the movie? 

Not really. I wish the action sequences could have been longer but I'm told that 
it's not what the American producers (or audience) want. So I said, OK. This is my 
first Hollywood movie after a long time and I've prepared myself to go with the 
Americans and learn. 

What do you think are the major differences between your Asian movies and 
the American ones? 

First, the budget. How I wish I could have an American budget to produce a Hong 
Kong film! Secondly, the schedule.The Americans are really great at that. Not like 
Asia. In my films, there is just no time schedule, no budget control. Fortunately, 
everything is so much cheaper here, which allows us to spend a longer period 
shooting. Thirdly, I guess ifs the special effects. Almost non-existent in Hong 
Kong. In fact, my greatest hope in going to America is to learn and see what spe- 
cial sparks will fly when computer technology is married to my physical skills. 

Do you think there will ever come a day when you tire of Martial Arts movies? 

Yes, but not for the next few years! I still have a lot of great action ideas in my 
mind that I want to put on screen. However, if a producer is willing to pay me the 
same amount of money to do a love story, I'll do it without hesitation! A run on 
the beach in slow motion, the female lead comes from the other side, we meet, I 
lift her up and swing her around and end up with a long kiss. Surely that's much 
easier than crashing through a window or jumping from the balcony of one build- 
ing onto that of another many feet across the road! 
Which is the most physically demanding movie you hove ever worked on? 
Each one seems to be demanding when you're shooting it. Funny thing is when 
you look back at them, you think it could have been done better. And when it 
finally it is shown on the screen and the audience applauds, everything becomes 
worthwhile and you'll do it again no matter how demanding! 
Do you think you'll ever direct or go more into producing In the future? 
I'm already doing both and have been for a long time. Many of my own movies 
are directed by me, including my most recent Who Am I. As for production, let me 
say without bragging that the award-winning dramas Stanley Kwan's Rouge and 
Centre Stage were both produced by me. Since the Company would not allow me 
to act in a drama (it's just not economical, they say!), I produce them. Simply 
because I think movie topics should be diversified so that they can cater to the 
audience, whatever their tastes. 

You Ve worked on a video game before; did you enjoy the experience? 
Anything new is kind of fun! Motion capture is something I've never done before. 
It's amazing to have yourself "wired" from head to toe, do some basic move- 
ments and then see what the computer masters can do! It's kind of scary to think 
that one day, the person may be taken over by the computer! 
You're working on a video game to be released next year; can you tell us more 
about it? 

My manager Willie is probably the best one who can answer that better! I only 
work, he handles the business side of things. But yes, you're right, I believe the 
game is targeted to hit the market next year. 
Do you play a lot video games? 

Any game I've touched usually 
has my name as the highest score! 

Want to challenge? 

Used to and I'm pretty good at it, too! Any game I've touched usually has my 

name as the highest score! Want to challenge? 

Which is your favorite? 

No special favorites. They're all fun, especially those that demand the use of 

body and all limbs. 

A lot of Hollywood actors are getting into video games. Why do you think that 


Not at all surprising, isn't that the trend? When I was a kid, marbles, kites or tops 

were the only things to play with. Now kids are much luckier. They have so much 

to choose from now (a bit too 

much maybe!). 

What is your next movie or 

game project? 

There are many movie projects 

under consideration now but 

we've not made a final choice 

yet. I shall always continue to 

do Chinese movies (Asia is my 

territory) but if the West 

accepts me too, I'll probably 

spend more time making Hollywood movies too. As for games, let's see how my 

first one turns out! Angela Harrod 

;'; \ : i i\ ■"!•■• '■ UJ- 1 .'.^ i|H) 




! Right now the biggest obstacle facing the suc- 
cess of the Dreamcast (ugh, that name is still 
annoying) is Sega of America, yet again. 

They apparently think that by pissing off 
Saturn owners, we'll all rush to dump our 
Saturns and pick up their new toy, happy to be 
rid of their old, slow machine. How else would 
you explain this stupid ad (which surprisingly 
didn't turn up in every game mag) that makes 
light of the hell that people went through to 
find Panzer Dragoon SagaV. [Greg is referring to 
Sega's Panzer Saga ad which would have you 
run around the neighborhood with a mask on 
pretending you're playing Panzer because you 
couldn't find the game. Hey that's actually kind a 
funny... but this subject is important] 
Now we have to forget about the Saturn (a year 
should be long enough, right?) and run out to 
put down cash on their next big thing. 
Meanwhile, Japanese gamers have the misfor- 
tune to play junk like Grandia, Shining Force 3 
parts 2&3, Cotton 2, Phantasy Star Collection, 
100 other crappy new games, AND they even 
get new stuff after the DC launch - awful for 
them, right? Enough kidding! Sega of America 
still has not learned a damn thing if they think 
that just introducing a new, better machine will 
make them #1 - they should know by now that 
Saturn owners should be given more than a few 
crumbs to settle our stomachs until next year. 
Otherwise, the stores will be pretty quiet come 
11/99. And if they have already planned any 
more Saturn games for a U.S. release, don't 
"surprise" us with titles - just tell us what's 
coming out, and when. If they need ideas, refer 
to my earlier selections (I'm shocked that they 
didn't port Phantasy Star Collection - all the 
@#*$ games are in english already! Just fix the 
spelling & grammar and release the set!). 

Well, enough bile. Your magazine is getting 
better and better with each issue (although the 
typos are too frequent). Keep up the great 

Greg Wilcox 
Bronx, NYC 

Dear Greg, 

This Sega taunt does seem rather miss-guided. 
As I specified in the Publisher's Log this month, 
Sega fans deserve some respect right now. You 
certainly don't want to set us off. We've had to 
endure possibly the worst handling of a console 
(2nd only to Atari and their cat of one life) in 
gaming history, the mistreatment of our beloved 
Sonic, and watch as they let import after import 
fly by while they tried to squeeze everything but 
the right games on to an amazing console. Take 
a look at Astat, Guardian Heroes, Princess 
Grown, or Clockwork Knight 2 to realize the 
power of the SS. Why they didn't exploit the 

Should you wish to put pen to paper (or finger to keyboard), please write to: 
Fallout, Gamers' Republic, 32123 Llndero Canyon Road, Suite 218, 
Westlake Village, CA 91361 USA fed . 

Saturn's strengths and vast import library 
remains a mystery... even to them. Sega is 
almost completely re-staffed. So while the taunt 
does seem out of line, remember that Sega 
have been big on admitting that they've 
screwed up in the past - through jokes. Kevin 
Nealon went off on Sega at the DC launch at E3! 
So maybe this is just their way of apologizing in 
an ulterior sort of way. Honestly, I think you're 
going to see a new Sega when the Dreamcast 
hits. They've been great with us so far. 
I too had a difficult time finding PDS, but it was 
worth it. It's one of the year's best games. 
P.S. Wuttipe-o's? 


I could not disagree more with your review of 
FiWGP! I mean, the developers are really lim- 
ited when working on a CART game and the 
amount of detail that they were able to get in 
there deserves a lot more credit than you gave 
it. Two things you didn't mention: the rain 
effect and the recording of all the names of the 
drivers. The rain effect is the best yet seen on 
a console and the game showcases the best 
use of sound on the 64 yet! They recorded all 
the names of the drivers, and the voice that 
speaks them from the pits is crisp and clear. 
Yes, the physics do lack. But compared to what 
on the N64? San Francisco Rush? For not being 
as good as the physics in Ubisoft's Fi Racing 
Sim, it's the next best thing. Don't even try to 
tell me that Ft CE by Psygnosis has better 
physics. I like that game, but it has nowhere 
near realistic car control. Lastly, you didn't 
even mention the Challenge mode. That mode 
is original and innovative. It is my humble 
opinion that your review was unfair and unin- 
formed. In my book, FiWGP gets an A-. 
Brad Styke 

Dear Brad, 

I also bought FiWGP and am having a great 
time with it. I wouldn't give it an A-, but perhaps 
a B. It does have one heck of a learning curve, 
but once you get it dialed-in, it's not so bad. The 
environments are excellent as are the weather 
fa. You have to realize though, that we have 
seven editors here reviewing games, and while 
we do assign games to those most qualified for 
each specific genre, once in awhile (though not 
very often) we disagree by a grade or more 
amongst ourselves. One possible solution is to 
have a counterpoint on any review where we are 
divided by a full grade or more. We just don't 
want to rehash the three-across method. Most of 
the time we pretty much agree, so who wants to 
read three guys saying the same thing? Anyway, 
point well taken. We're discussing this now so 
you'll likely see a change by the November issue. 


Dear GR, 

I have been reading in your magazine as well 
as others about the importance of new games 
being revolutionary. I agree that games should 
continue to improve upon each other and build 
into better games. But I can't help but wanti* 
something else. What else could you possible! 
want you ask? Well, I've been playing Goldep 
Eye longer and more avidly than I've played'; 
anything else, ever. I want Perfect Dark -sbf 
badly, but who wants to wait another year for- , 
that? I want something else to do in the mean, 1 
time. All I want is more levels to battle in,- ,Af ,. 
swarm of new death match boards would be this .«[ j} ( 
answer to everyone's prayers. It would be so4'\i ' ' ^ 
easy, a quick fix for all us junkies. All theyjlj'.*'* •*-■ 

■ v. ■- 


: .< - 

would have to do is pop a cartridge in that little* •) J \ Y 
front port (I hope) and away we could go! 
Maybe some new wall textures, but hey, I'm not 
picky. Just give me some new areas to blow up 
my loved ones in. What do you think? Return 
Fire got a supplement disk for more levels, 
Rareware could pop out a bonus levels car- 
tridge before Christmas. They would make en^ j 
absolute killing for very little work or money. 
Perfect Dark will be great, but why not give us . 
a little more to do; some of us may not live long* 
enough to see the next game at the rate good 
games churn out. So my main point is that 
what I really want is more of the same. I never,- 
thought I'd say it. I don't want to wait. I want 
more now! ( i:' 

Gregory J. Favro J- * • 

Dear Gregory, X^ . 



Goldeneye has a tendency to do this to people - ; 
The mixture of sniping and strategically solving 
missions has and will continue to spawn 
sequels. Like you ask, though, why not give us • ■ 
more right now and strike while the iron's hot? 
Well, probably because the team at RARE who 
made Goldeneye are up to their ears in Perfect 
Dark. The industry is very deadline intensive 
right now, especially for Nintendo, who strive flfi 
answer the call, whatever it may be, with a 
strategically placed A+ title. I think the idea is 
solid though, and I think Nintendo do also, P$ 
this is pretty much what they had in mind forthem/^ 
64DD. Zelda was going to feature added DD lev- ' !■ 
els. Unfortunately technology is flying by so 
quickly that Nintendo are obviously rethinking 
their next move. I wouldn't be surprised if some- 
thing like what you're requesting comes ie 
fruition sometime soon, but in the case 
Goldeneye, I'd have to say it truly is game over. 


DearGR staff, 

I was reading the August issue and saw the 
reviews for music from Riven and Road Rash- 
and I got to thinking. I have been trying out dif- 

?M±m4-m&. .a 



:ti f 







.11 > T .VI. ,■ i| II II 

,]j . ..-^i-v.-v- 

erent RPGs for the PlayjStatfon (ju$t 

ferent RPGs for the PtayjStajfon (just got one for my son 
*wink*), I have FFj and am now playing (rented) FFTactics 
(love it). Anyway, I think the music from FFTactics is very cool 
and would consider getting a soundtrack if there is such a 
thing available. Is there? I would also like to hear about other 
game music you guys think is good. As I'm new to the PS and 
its games, my game experience is rather limited. Also, can 
you tell me of any places where game soundtracks can be 
ordered? I don't recall ever seeing any at the local music 

Richard Francis 

PS - Tell Dave Halverson that his review of "VAST" has m ~ 
intrigued. I'm gonna see ifi can find it. 

Dear Richard, 

Japanese Game music soundtracks have been available in 
japan since the 8-bit days. The Japanese know a good thing 
when they hear one. However, for one reason or another, the 
trend hasn't caught on here. Just recently a few selected sound- 
tracks have become available, but nowhere near enough for 
the genre to have the impact that it should. Some forward 
thinking business man or woman will undoubtedly see and 
seize the potential for licensing and selling these fine wares, 
but in the meantime, you'll have to look towards import mail - 
order houses or better yet, Japanese malls like the Yohan cen- 
ter in LA. Most Japanese bookstores will order them for you. A 
word of caution, though. When ordering online or over the 
phone from a mail order, always ask and make sure that you 
are not being sold a Chinese or Taiwan CD. One the coolest 
aspects of buying game music from Japan is enjoying the 
amazing printing and packaging they do. I suggest finding a 
good reputable Japanese store and sticking with it. The people 
are always really nice and you can pick up all the cool import 
game mags while you're there! Oh, and if you haven't found 
VAST yet, you can check them out at! Good luck! 


ADV Films 107 

ASC 15 

Atlus 3, BC 

Bre Software 122 

Chips n bits 114 

Corner Dist. 117 

Games Etc. 121 

Game Express 124 

Interplay 21-23 

Japan Video Games 123 

Jaleco 35 

MGM 128-1 BC 

Microware 11, 16-17 

RMC 55 

SGRL 49 


Virgin IFC-1 

WIT 125 

Working Designs 9, 13 

} '0 

1 I. 


> 1 



: 1 

Intarnat i onai 

A Division of Gr^Hle^etC • 


•Metal Gear Solid »SD Gundam G 

•Rival Schools 

•K.O.F. KYO 
•B.F. Musashiden 
•Star Ocean.. 
•Japan Womens 
Pro Wrestling 

•Crisis Beat 
•PowerfuVPro '98 
•Guilty Gear 
•Tobaf 2 

• 3D Fighting School 

• Silhouete Mira 
•Bust a Move 

• Real Bout Sp 
•Sol Divide 




•Zeida 64 
•F-Zero X 

•Super Robol Spirits 
•Chore Q 64 
•Pocket Monster Stadium 
•Sumo 64 Wrestling Pi 2 
•N64 Converter 

•Powerful Pj-o Baseball 5 
•Star Soldier 

mt Silvergun 
t Fighters 
ifje Savior 
Castlevania X 

• Samurai Collection 

• Real Bout Collection 
•Sol Divide 

1 Guardian Force 

en vs. St. Fighter 
" Converter 

Neo Geo 

• Real Bout Sot! 2 

• Metpl$)ug 2 

• KOf '98 

taxing Star 




•KOF '97 (PS) $39 

•Pocket Fighters (PS) $29 

• Bushido Blade 2 (PS) $49 

•Choro Q3 (PS) $49 

•Front Mission Alt. (PS) $49 

•Burning Rangers (SS) $29 

•Panzer Dragon RPG (SS) . . .$29 





Visa, MC„ C.O.D, Whole 

' ReJnil Shop: 1810 22nd Ave., Son FrontiKO, CA 94122 

j] Uj iJIijJi 'Hi fJiUxlii'Jl ti\jt 

All trademarks /tradenames are properties of their respective owners. CA res. add 8.5% 
soles tax. All sales final. Price and availability subject to change without notice. 



$5.00 OFF 

I Return this coupon with your next mail order (nol valid on phone or online orders) I 

and receive S5.00 OFF your purchase. Piease list alternatives when ordering by f 

10/31/98. No copies accepted. If we can't fill your order within 30 days, we will I 
■ return your order, payment, and this coupon to you. GB10 

BRE Software 

Credit Card Orders: (209) 432-2684 

Automated Info: 

CA$H for your old games/systems 

Receive a check back or purchase other titles of your choice - Prices in this ad good thru Oct 31, 1998 
New Games Available for PlayStation and Nintendo 64 - Call for latest titles and items not listed below 

CASH for Wc^TTfT^f^TcrfffifS^ 

PlayStation M 

We Sell Used /We Bit 




DEAD UNITY W.95J 15.00 

DECEPTION II 39.951?:). DO 

DEFCON5 14.9S6.D0 

DESCENT 14.95f6.D0 



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:<.-~:-_-..iVO:iSJERS 3«5(15.0< 

v-siii-.;-;a.',SKAS! M.9i;i4.« 

p.<AV.',.;.!.-paCE !4.95/l!.(K 

= -='7 Li v G _ :L 

resident evil 2 
] strategy guide 
] retuhnf1re 

5 REVO. ..TO 1 :' 

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1 RIDGE =AC=q siV 



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21 3;'.? 00 


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army men 3D 

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5- '7 r^.VC-.l ■•■.:■'.' 3D 39.9i'20.00 
EINHANDER 34.95/14.00 

i:-Vi'::4 LL :i.4i';:o;r;.:o;. ■.;;.■; 

epidemic 1 9. 95(8.00 

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FKT-.F'.tE =',3ALL 19.95(3.00 

fa.',tasi:::F3UR 24.95(12.00 

FELONY 11 -79 29.95(14.00 

FiFASOCCER'97 24.95(12.00 

04 05 '5 50 MONOPOLY 

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0000 '150 (.ICOITA. CC'.'.B.'-T 5 



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TACTICS 29.90/ 


FORMULA1 17.95 


FORMULA 1 3S 34 95/ 


FOXHUNT 19 55 




FROGGER 24 95,' 

G DARIUS 34 95' 

G POLICE 24 53 





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T3T=3=-3F5 50005:05 --;■:. -■."■ 

TONICTROUBLE 44.95/24.00 S**l 

;, t-; 3 GEA= PALLY 39.95(2)00 Sony PravSaii 

Tl;CO.:5!'^.'Hu:. t ER J'. 95(15.00 (F— -"- 

O WHOK 2 SEEDS 'EVIL 44.95)23.00 ' 

C\:?TECECGE 44.95(25.00 

44 53 03 0: 
41 r -i 00 00 ' 
29 95(12.00 
34.95,".5Ki ! 
5553"5O0 . 

.-:; ;vcivw(,;vpRFit(;iVf4555i:cc 
10 WETRIX 39.95/20.00 ► 

» WHEELO?FORTU(,E 33 55 i5 00 
10 mPEDUTM 4495(23.00 

WORLDCUP'98 44.95(24.00 

WORLD GRAND PWX 44.55 54 00 


and Hint Books 

ContKt Pad. AC Adapter ami 

3-5.3 '01. ■,',■;:■"■: 

;: S;(i;:sr:00;FR5 






19 95,'6.00 

5>;j; '0 05 


■ 35 53 14 00' 
24.95(16 00 
24.95,' 12 00 





! We Sell Used /We Buy 

■3353 , ,0:.''EC-=!D'.4 4455 5300 

I AEPOGAUGE 44.95/24.00 


I AIRBOARDINVSA 44.95/26.00 

I ALL STAR BASE BA. I. 55 45 53.00 50 


Call (or Titles Not Listed 


4.1 30- 0-5 05 

55 55'400 
00 05 14 05 
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g=a';dt:'L-iau:o 34?= ij 

G4A';dI'3:up.RAC98 2495/12. 

;.= -.'■', MHiSMO 34.95/16 

il'KA'lii'jV GUIDE 9.95S 

■-r: ; .^T~3. ■..'.'. SAGA 34.95(16 

fjs-::=i;,;,';E=1 14.9518. 

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05 5514: 

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24.95,8.00 SYNDICATE WARS 


2995(12.03 TAILOF"HES-', 



34.95,'1600 TECMO SUPER BOWLS 

:50'5(. :>:!■ TECWO WORLD GOLF 

3455 ■..!.:: 

5-0 55 
04:5 3 00 

JAM. I2.0C 


3.AS 5 3CRPS 29.9i/14.00 

BOMBER MAN 64 3995/1800 

;-_.-!,'0'0A'.<4.','heRO 39.95/20.00 

BUCK BUMBLE 44.95/26.00 

BUSTAMOVEII 4495(24.00 

l0h£54=5PA(.JCE 4995I2B.LX} 

C-iSTLEVf,>i:A 49.95(28.00 

CHAL'E.ECMTi'.'IST 25 55.44.0i. 

3-0O=FEHA0TACK 39.95/20.00 

CLAYFIGHTER631/3 3495(1600 

CPUiSKIUSA 34.95(16.00 

CRU E:tr,;.jRiD 3995(22.00 

DARKRIFT 29.95(14.00 

OF-'-OiYARTS 49.95'2B.OO 

DOOVKO'.bRACINOl 03555200 

DOOM 64 29.95(14.00 

:"5-:'0::._.-5^ 30 55 0300 

EARTh;\C='.'j:I.'3D 4455,340'0 

EXTREME G 34.95(18 00 

No Boxes? 

No Instructions? 

No Problem!!! 

We buy the following games without 
boxes or instructions. The following are 
prices for cartridge or disc only. 

Alundra Hint Book 


3reath of Fire III Strategy Guide 


Dastlevania Survival Guide 


-inal Fantasy Tactics Official Guide 


-orsaken (PlayStation) Strategy Guide 


Granslream Saga 


Mortal Kombal 4 Strategy Guide 


3uest 64 Official Guide 


Resident Evil 2 Official Strategy Guide 


Saga Frontier Strategy Guide 


Super Mario 64 Survival Guide 


Tactics Ogre Hint Book 


Tekken 3 Strategy Guide 


Tomb Raider 2 Official Strategy Guide 


Turak 2 Strategy Guide 


WWF Warzone Official Strategy Guide 


Final Fantasy VII Survival Guide 


Nintendo 8 bit (cartridge only)" 
Game Boy (cartridge only) 
Game Gear (cartridge only) 
Super Nintendo (cartridge only) 
Saturn (disc only) 
PlayStation (disc only) 
Nintendo 64 (cartridge only) 



53 ?5-i:( co 

54 50- 15 04 
OS 55 MOO 
3150 MOO 


05050-5 j:OiS 34.95(14.00 
EPBTOENCEDM 29.95(14.00 
OLL'GLVCL'BE 2495(1200 









2495(1200 TEKKEN2 

5450 '000 TEKKEN3 
.'=34554400 STRATEGYGUIDE 

055360.0 I6MPESTX 


54.55'000 (ENNISARENA 

29.95/14.00 TESTDRIVE4 

? 19.95,9.00 TESTD.Pi'.'EO L F4,v,o:. 


\ssiwoa -etrsplus 

5 -dE'.'.z f-OSFITAL 

34 55 1:.:-; 
04 504 0:5 

"4 0-4 05 
54 5540'::. 
:i4 50-'5 5O 
0455 '5 53 

FZfflO 44.95/26. Hi 

F'v:o:f:5j,3=o':o = f. .Li 55 5;:: 

FFA-MLSOCC3P04 0535;'4'O: 
F-A4,OF_31 J ;J 03 4.l55-55''>: 


;-;3 : ::::;S rr-RCE 44.95/26.00 

FLYING DRAGON 44.95/24.00 

FORSAKEN 44.95/25.00 

iVi"H:'jST=_3To:,o 1^<:~2-.-: 

GLOVER 44.95/26.00 

GO_DEC3'3O0? 49.95/26.00 

HClZLMiUSGET 49.95(28.00 

GTRACIUG 49.95/26.00 

HEXEN 29 .95/14.00 

O-OO...', 4.I...J 44 533405 

■.■■■-■■__.■■:.. :.■■■■- 0. . 03 ^1 CO '■■4=fi0 1 

COOLBOARDERS 2 29.95/14.00 J ' 

.•.\5iO.M.'3"5W0( 34.95/16.00 * 

L.0:..5i:FilCP.3:5 2495.T20O * 

■ ■ I.: 

DTO 17.86'B.IX) 

0JTO2 29.95(14.00 

IQW 34.95(16.00 
)Y BAZOOKATONE 14.95'6.00 

LOREOD 24.95/1200 

NGFLASH 14.95(6.00 

NGFLASH2 17.95,'BOO 

WFIGHTERS 1995'800 


'OF3CHcC!'A..L'-;GL 0505 
POWER MOVE WREST 2955/14.00 
-■.4-.VL :i:J 4>;0jr:Ks2EO - ;=: ''■- 








LET-5LE::Fi5aOEP152 353T-0o.M RASCAL 



liV'fi'oO LOADED 




- l.'AO'GFtl 53 
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5 5-05 53 4 
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14.95/6.00 REBEL ASSAULT II 












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3 rOMfiA I 




















54 05 '0 05 

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MADOEN64 2995 

MADDEN -99 44.95 


, OTFWE OOKE 39.95(16.00 

, VS:-F- I (AKERS 2995(1400 



) MKTRILOGY 34.95(16.00 

• VCRT,-,l.KO', , ,BAT4 39.95/24.00 

-, mo_t;r.aci:,go-pa'.<? j:95 , ',6W 

■i MYSHCALNISJA 39.95/22.00 

1 KAG-MiO'.V.'ITEROLT 39.954 8 M 

) NASCAR 99 44.95(26.00 

I !, 54 ,-:.->.. 0T3IDE 39.95(20.00 

:.5.'.h.'4;gtime 29.95(12.00 

] NBAINTHE20NE5E 55.55.43 00 

! NSAJAI.I99 49.95/28.00 


} NFLBLITZ 49.95(28.00 

) NFL O-BACK CLUB 9B 29.95)12.00 

] NFLQ-BACKCIUE?; 4555,5500 

1 ';-: 5'TEA-\A,\AY 99 35 55 50 00 

■: t; ; F ROAD CHALLENGE 44 35(24 00 

■ 0.--'. IL 'C!ICCKEY9S 2995114m 

■ -V.V.VV RACERS 44.95/26 00 
1 PILOTWINGS64 39.95/20.00 

j QUEST 64 49AK8JH 

3-'..MF4GE','.'GR.3TR 39=5(200-: 

} ROADSTER 99 44.95/26.00 

3 ROSOTRON64 34.95/16.00 

■ ~XI-jE SCCAORON 4995(23.00 

■ OOA'^P^.CKOOI.JSH- 55550035 

'1 ne above F'ices do no; appiy to fie mo discs, special offer/ 
limited packaged games (Virlua Fighter Remix, etc. J and 
g ames tfi ai were incl uded wilh sy stem s. Mi see I !an eo us/sx Ma 
PlayStation boxes i-ic irc^i.c: on j v,;ll oe pjrehased for S.50 
each. Send your Genesis, Super Nintendo, Saturn and 
PlaySlation games wilhrjul boxes or insiruclions to Ihe 
address below. 

To Buy Games 

! , On a lull sized piece oi paper, write your name, complete 
address, phone number and a list ol all Ihe games you would 
like to order. To speed processing of your order, list an 
alternate for each title you are ordering. 
2, Calculated der, including 

l t st 1 or 2 games, 

Sl.OOtareachaddikn-31 Alaskii.Hsv.-i .PR.Vl.Guam.APO, 
FPO, PO Boxes and 55 . C3l:i -opceii: add 7.75-- : sales tax. 

3. Allow an additional 21 days for peisonal checks to clear - 
send money ordi I Allow 40 days to 
receive orders placed with money orders and (30 days 10 receive 
crde-s p so-50 '.'.or peisc-nal checks. 

4. Send your order to Hie address below. 

To Sell 

1 . On a full sized piece of paper, write your name, complete 
address, phone number and a list of all the games/systems 
with ihe buy back prices you are selling. 
■ I- vol; 4,5(1. d : -.L-:cpjrch(i=o-5,-|-fs,',::.inEn4:.r-5-, = -- c?edi; 
receiver), iisi the titles you would like to order on ihe same 
piece of paper. 

3. Pack your games, all paperwork and any coupons in a box. 
Send the box to the address below by UPS or registered mail. 
Be sure to include ihe 'Dept »'on ihe ouiside ol yourpackage. 
Packages not addressed to the Depi I below or received afier 
the date listed below Will be issued our current catalog prices. 

4. You will normally receive you: check w.lhin 7-12 business 
days alter we receive your package. 

SeridyouF Games/Systems/Orders to. 

BRE Software 

Dept. GR10 

352 W. Bedford Ave, Suite 104 
Fresno, CA 93711 

PlayStation Survival Guide Vol.3 12.95 

moires Bushido BMS.Gtort Tiwer. Crasb Bamliaral 2. Madden '98. NFLGameday '96. 
OJd,',n: ! d RjRjcn !!■= Ripp-3 ReiCEfii L-.( 2 Time Cnsis. Tomb Rider 2 plus Tips 4 

N64 Survival Guide 12.95 

NB4 Survival Guide^il. 2 9.9! 

iiSjcm 3cT»?n-ir£-J O-.dd. ■■■■■! '-■■:•■!■} i-.-jWiOo^-r,,- Goldofi Eye 007. Misdiie 
Ha'tsts Maid*:! 64 (.'vslnal Km;a NFL O-Sac*. Club 9B. San Frandsoo Hiuli. Wayn 
Grelzhy Hockey ^B 


on above Hint Books 
Call for more Guides/Hint Books 

The above strategy guides/hini books are BHAND NEWfactory iresh, 

New Accessories 


PlayStation , 





Sony Memory Card (1 Meg/15 Blocks) 

Pelican 1 Meg Memory Card (1 5 Blocks) 

Pelican 32 Meg Memory Card (480 Blocks) 

Sony Dual Shock Control Pad 

Pelican Control Pad 

Pelican Dual Jolt Analog Control Pad 

Controller Extension Cable 

Pelican Multt Player Adapter (Multitap) 

Pelican Link Cable 

Third Party S-Video/AV Cable 

Pelican RF Cable 

Pelican RF/AV 5 in 1 System Selector 

Replacement AC Power Cord 

PlayStation Game Shark 39.95 

Nintendo 64 

Nintendo Rumble Pak 16,95 

Quake Pak (2 Rumble Settings) 1 2.95 
Quake Pak Super (2 Rumble Set, 4X Memory Card) 24.95 
256K Memory Card (Standard) 
Nintendo Control Pad 

Controller Extension Cable 7.9 

Pelican RF Cable 14.9 

Third Party AC Adapter 19.9 

Nintendo 64 Game Shark 39,9 

Call for Items Not Listed 


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availability. All PlayStalion games must include box, jewel case, msin.ctions. anc any I" nobook-'r- ill ::e;:..;o: i: C3 : o'b'ok-oi- CDjs.volcasso. Fo- N5'i garnc-5. v,o .'. oeJooi E-o.CLl 

lor each missing/damaged box, $3.00 (or each rr ng j out to>:onr5:ri:c:io:is-,',:i!;e|5uo5i'asoii ooilie N o E o.-: t / 1; o I -: ri t ■ i . ; : i ■:■ n s ar.oaa:;-,?. Garrssnot n rebell£i;!e car.di:io-i o - ',v in =v:t:ar"€- cr nsm,"' siore 

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bLvcrEsli-nqLariiv. c;iol::o;co".','iooaoas(ioo:. . miidoi: aamo o.oi iiea-oe!::ea',', : :40o.:o'0o: o ; oi.'Ohoise. If we do not receive your package cy ;0..'Si( goinieoii'o.i are r.ol i:ed;TI'.; ad. youv,.. ioeoaid from our currenicaialog. To recsiv-s pr ce& ir I'ms p.d yoj irdude the'Depl.*' 
lromthisadon:r=C'l"S DE of your package II yOU are urdeal abOUt any of our O0lio:00 procedureSOl oriOOS. p'°flsacn . ■.:,-..; ■■■;*■--.:::■--■<.: ■■o--oo:.;::.: J : :v :: -o.O ■-:■:■■:-■:-:.,'}:>■:■■ :■::■:"..-:-..■,.■ i.-. :.■■: ■■-'■-.■ ■'.■■■■■ . ■ 4 ■-. .:■■:■:.. o.:;.;,.:,:::.:,.-;'. ' :■-■■■ . 



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Striker 1 945 Real Bout R F. Special 

Lunar 2 

King of Fighters Collection 
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Pocket Fighter $49 Dungeons & Dragon Collection 
Super Adventure Rockman 
Radiant Silvergun 
Sega Ages Galaxy Force 2 
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Shining Force 3 II $49 

F. Pro Wrestling $49 Radiant Silver Gun $54 Real Bout F.F.Col $49 



Star Soldier 
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call for any titles not 
listed above. 

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Simulation RPG Making Parasite Eve 

Guilty gear $54 



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Castlevania 64 

Earthwarm Jim 3D 

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Nightmare Creatures 

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Now you can play import N64 games on 

U.S. N64 system with NG4 converter $15 


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Rival School - 

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(Claud, Tifa, Aerith, Barrett set of 

4) Vincent, Sephiroth (15/ea. 


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page 127 corning next month 

■ mm ■■ m K K ] 

• » # « 
• » e « 

• " » < - 


r * V "-> ' 

Earthworm lim is about to return on all 
three platforms, and by golly if we're not 
going to have a j/m-tastic PlayStation preview 
for all of you good folks in the next issue. 
When Jim gets knocked unconscious by, what 
else, a falling cow, he finds himself transport- 
ed into the twisted realms of his own brain. 
Now he must battle through his subconscious 
in order to wake up and return to the real 
world! Developers VIS have come a long 
way since we last visited Jim 3D. With six 
vast worlds to explore and over 80 char- 
acters to harass, expect one groovy new 
game-o-y/m. We'll unearth his first foray 
into the world of 3D in a special EWI fea- 
ture. Also coming next month, look for 
more on Rayman 2, Dune 2000, Tonic 
Trouble, and Metal Gear Solid, along with 
our usual dose of Dreamcast, as Sega's 
dream machine grows ever closer to that 
November launch in Japan. We'll also bring you 
an in depth report on the ECTS, Europe's 
answer to our E3. It may not be as hot and 
sweaty, but a few surprises are bound to sur- 
face. Spice 2 perhaps! 
Of course, it's way before the fact, and my 
crystal ball's in the shop, so I've no idea what 
else we'll come up with, but I'm sure it'll all be 
great. Maybe Ed could leave me a little less 
room for text next month... "Rigin-friggin- 



E3E=R 1S, 1SSE3 









In the future, evil robot warriors have driven mankind underground. And it's I THE ADORABLE KILLING machine 

orld. Sure he's small, but he's no wuss. He's got enough fire power to start 

WWIIL.and he's trigger happy. So bringing his enemies down to his level and annihilating their pathetic 

robot asses is a cinch. But whatever you do, don't call him Tiny. He may aim higher than your knee caps.